Wraith Host (5e Class)
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- 1 Wraith Host
- 1.1 Wraith Host
- 1.2 Creating a Wraith Host
- 1.3 Class Features
- 1.3.1 Table: The Wraith Host
- 1.3.2 Elf Shot
- 1.3.3 Ability Score Increase
- 1.3.4 Wraith Stun
- 1.3.5 Wraith Vision
- 1.3.6 Brutalize
- 1.3.7 Counter
- 1.3.8 Poison
- 1.3.9 Drain
- 1.3.10 Read Minds
- 1.3.11 Rapid Fire
- 1.3.12 No Fall
- 1.3.13 Dominate
- 1.3.14 Last Chance
- 1.3.15 Throwing Daggers
- 1.3.16 Uncanny Dodge
- 1.3.17 Shadow Strike
- 1.3.18 Pin in Place
- 1.3.19 Extra Attack
- 1.3.20 Wraith Flash
- 1.3.21 Shoulder Charge
- 1.3.22 Wraith Finisher
- 1.3.23 Stealth Drain
- 1.3.24 Wraith Glaive
- 1.3.25 Shadow Mount
- 1.3.26 Fire Weapons
- 1.3.27 Brand
- 1.3.28 Explode
- 1.3.29 Poison Tendril
- 1.3.30 Ring of Power
- 1.3.31 Weapon Runes
- 1.3.32 Follower
- 1.3.33 Tame Large Beasts
- 1.3.34 Ultimate Brutalize
- 1.3.35 Bright Lord
- 1.4 Multiclassing
After losing a battle to the forces of the Dark Lord you were banished from death and instead bound to a Wraith. The Wraith does not know why it is bonded to you, only that to get answers it must help you in your journeys.
Creating a Wraith Host
Make sure you role-play your journey with the Wraith. It is part of you (you may choose if it is a man or a woman). The wraith may end up with different opinions and goals than your own. Remember your history, orcs and the like are considered evil creatures in your mind. If they cannot be converted to serve you they are to be killed. You of course may role-play however you like, but this is just a suggestion to stay more like the Middle Earth games lore. Any alignment is acceptable and you may have the wraith be aligned differently from you if you wish, but it is not necessary.
- Quick Build
You can make a Wraith Host quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Solider or City Watch background.
As a Wraith Host you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial weapons
Tools: Jeweler's kit or Poisoner's kit
Saving Throws: Strength and Dexterity
Skills: Choose 4 from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Persuasion, Stealth, Survival,
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Greatsword
- Broken Sword (1d6+Dex mod slashing, properties of a dagger besides for damage)
- Ring forged by the wraith you are bonded to
- Jeweler's Kit and Poisoner's Kit
- Leather armor
|Features||Brutalize Extra Damage|
|1st||+2||Elf Shot, Wraith Stun, Wraith Vision, Brutalize, Counter||1d6|
|2nd||+2||Poison, Drain, Read minds, Vault, No Fall||1d6|
|3rd||+2||Dominate, Last Chance, Throwing Daggers||2d6|
|4th||+2||Ability Score Improvement, Uncanny Dodge||2d6|
|5th||+3||Shadow Strike, Pin in Place, Extra Attack||3d6|
|6th||+3||Wraith Flash, Shoulder Charge||3d6|
|7th||+3||Wraith Finisher, Stealth Drain||4d6|
|8th||+3||Ability Score Improvement, Wraith Glaive||4d6|
|9th||+4||Shadow Mount, Fire Weapons||5d6|
|11th||+4||Explode, Poison Tendril||6d6|
|12th||+4||Ability Score Improvement||6d6|
|13th||+5||Ring of Power||7d6|
|16th||+5||Ability Score Improvement||8d6|
|17th||+6||Tame Large Beasts||9d6|
|19th||+6||Ability Score Improvement||10d6|
Starting at 1st level you have a bow which you can summon at will through your wraith. It deals 1d10 piercing damage, has Dex+proficiency bonus to hit and has a range of 150 ft./600 ft. You have 10 arrows with this bow at Level 1. For every other level, you gain 2 more arrows to the total. You regain all your arrows after a short rest or long rest.
Ability Score Increase
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.
Starting at 1st level, you can attempt to stun an enemy as a bonus action. Enemy creature makes a DC(8+Wis+prof) Dex save. A creature is only stunned on a failed save. It lasts until the end of your turn. Use 3 times per combat. (Does not require a rest to recharge.)
Starting at 1st level, your wraith allows you to see enemies and allies as far as you can see. It creates a silhouette of red for an enemy, yellow for an enemy leader of a group, and blue for friendlies. Lasts 1 min. Increases by 1 min in duration every 2 levels. Use 2 times per long rest. This also gives +2 to hit with ranged attacks.
When you make a surprise attack against an enemy, you can add your Brutalize damage if you hit. If you kill the target and another enemy notices they must succeed on a DC(8+Wis+prof) Wisdom save or suffer the fear condition.
As a reaction you can attempt to stun an enemy who missed while attacking you within your reach. If they fail a DC(8+Wis+prof) save, they are stunned until the start of their next turn. If they succeed they are only stunned until the end of the next player/NPC's turn.
Starting at 2nd level you can now poison alcohol with ease, especially when it comes to grog. You gain expertise with the poisoner's kit. You also can swap out the poison for a substance that will enrage the drinker(s) who will then fight anyone around the area regardless of being a friend or foe. This poison can then be spread to others through combat. This will only happen if they fail a DC15 Constitution save. If the effects occurred for the initial drinker each creature the drinker hits must make this save.
You can attack with a drain attack instead of your normal attack. It deals 1d6 psychic damage + Wis mod and has a range of 15 ft. It replenishes your Elf Shoot when used by 1/2 of what you are missing, rounded up. If used on the same target twice it can also heal you for 2/3 of the damage dealt to the creature, rounded up. Damage increase to 2d6 at level 5, 3d6 at 9, 4d6 at 14, 5d6 at 17, and 6d6 at 20.
You can grab a creature. The creature is not considered grappled by you, but it must succeed on a DC 10+ your Dex Modifier + your Proficiency modifier in order to be able to move. If you pass a DC(8+creature's Wis+Cha) Insight check you can read their thoughts as if they were your own and know the truth without them being able to lie about it. You can gain information based on what you are looking for and what the creature knows. After you use this to gain information you can attempt to deplete the creature to 0 hit points with a DC(8+creature's Wis+Cha), let it go with the fear effect, or try to dominate it. You can only attempt to dominate after you have gained the ability to do so.
When you choose to make the attack action on your turn, if you were to shoot an arrow from your elf shot instead you consume 1 arrow to attack twice with the bow. This does 1d8+Dex and only counts as one action. You can use this action twice per combat.
Due to the wraith you are bonded to, you do not take fall damage. You may also attempt to change direction with a little hop in mid air with the help of your wraith. Make an acrobatics check of DC(whatever the DM decides is appropriate for the distance).
At 3rd level you can take over a creatures mind turning it into an ally that obeys your commands to the best of its abilities. If a creature is incapacitated in any way , cannot move in any way, suffering from fear, fleeing, is low on health(when the DM says its low enough that its bloodied), or you are in total stealth, you can make a DC(8+creature's Wis+Cha) Wis check, you can attempt to dominate the creature. On a success it obeys you until it dies, you die or after 30 days. It will act with hostility towards anything that would have been hostile to you before. Your DM can tell you its stats.
When your health points are reduced to 0 or lower you have a chance to live. On any enemy that goes in for the finishing blow, you can make a DC(8+creature's Str+Dex) Dex save. On a success you still have 5 HP left, on a fail normal death rules apply. You can only do this once as a reaction until your turn finishes again.
You have 10 daggers that do 1d4+Dex mod damage. You can throw only one at a time for a range of 60 ft. You regain them either by collecting them during combat or you will automatically regain them after combat. When an enemy is hit by a dagger it must make a DC(8+Dex+Str) Con save. If it fails it stumbles back and can only move half its movement on its next turn.
At 4th level, you gain Uncanny Dodge, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
At 5th level, When you would attack with your Elf Shot, you can instead take up 2 arrows trying to teleport to your target if it is within 60 ft from you. If you wish to attack the target off the teleport make a DC(8+creature's Wis+Dex) Dex save. If you succeed, you can roll to attack, if you fail, the creature may roll to attack you instead, knock you prone, or grapple you without counting it as a reaction, but instead of it as more of a free action.
Pin in Place
At level 5 whenever you use your Elf Shot, you can aim for the legs of a creature to pin it. You can pin this creature to the spot it stands if the creature is medium or smaller or if the DM declares it reasonable that a arrow could pin the creature's leg to the ground. To pin the leg make a normal attack roll, but with -4 aim penalty due to the accuracy needed. The creature must then take at least one turn removing the arrow with a DC6 Con save. It can attempt this save every turn until it is removed or someone else removes the arrow for a DC6 Str check. If this check is failed the arrow is removed, but it does 1d4 piercing damage to the pinned creature.
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At 6th Level, as a bonus action, you can smash the ground with your fist creating a flash of energy stunning everyone in a 15 ft. radius around you. You can take the rest of your turn moving 1.5 times your normal speed. All creatures stunned are stunned until the first stunned creature's turn begins.
At 7th level, when you take the dash action charge into a creature. Doing so can knock them prone dropping whatever they were holding. Alternatively you can knock a shield out someone's hand if it gets in the way or knock over objects that are loosely grouped or stacked. You automatically can knock over objects, but must pass a DC(10+creature's Dex) Athletics check to hit a creature.
When you kill a creature with drain you can explode its head striking terror into your enemies bestowing them with the fear condition. If any creature is standing within 5 ft. of the creature you killed they will be covered in the creature you killed's blood and gore. If they are they have disadvantage on their next attack, ability check, or save if they recover from the fear before getting cleaned off.
At 7th level, you can now cast drain from stealth and stay hidden.
At 8th level your wraith can now manifest a glaive. When there are 3 or more enemies within 10 ft of you, you may attack with a glaive summoned for the moment from your wraith. You are proficient with it. It does 1d10+Wis slashing damage to each creature you hit. It has a reach of 10 ft and knocks creatures back 5 ft. when you hit them. You roll once to try to hit all targets. When you roll to hit add your Wis and prof bonus.
At 9th level, you can mount creatures that are ride-able with the ability to teleport using 2 Elf shoot. Make a DC(8+creature's Str+Dex) animal handling check. If failed you are flung off and prone. If you are successful you now have a new mount.
At 9th level, your weapons can now light enemies on fire for 1d4+Wis fire damage.
At 10th level, whenever you drain a creature you can attempt to dominate it as well.
At 11th level, you can blow up barrels and fires of campfire size or larger with Elf Shoot dealing 3d6 fire damage and 3d8 blast damage. Add your Wis mod to the end damage.
You can now poison drinks using your bow from a range. The smaller the target to hit, the higher the DC check against your aim will be.
Ring of Power
At 13th level, the ring that your Wraith made is now a magic item bound to you. It can only benefit you and if someone else uses it they do not get the effects unless you and the wraith are somehow separated from each other. Increase one ability score by 2 or 2 by 1 and gain the following effects on your ring:
- Turn invisible as if you cast invisibility or great invisibility, whichever you choose 2 times per long rest.
- Use your weapons to gain health when you attack another creature equal to 2/3 the damage 2 times per long rest.
At 14th level, you can now alter your weapons with various runes. Pick 1 for your sword, 1 for your broken sword, and 1 for your Elf Shot.
- Deal fire damage if you roll 18+ instead of 19+ and add Wis mod to damage
- Heal 1d4+Wis mod health after you kill a creature.
- Stun a creature if you roll a 18+ until its turn
Broken Sword Runes:
- Increase stealth check bonus by 5 when attempting to sneak attack.
- Deal extra 1d6 for Brutalize attacks
- Deal fire damage if you roll 18+ instead of 19+ and add Wis mod to damage
Elf Shot Runes:
- Deal fire damage if you roll 18+ instead of 19+ and add Wis mod to damage
- Fire 2 shoots for the cost of 1, must be 2 targets
- Increase hit chance by Wis mod
At 15th level, You gain an orc follower. It obeys your commands completely and is only hostile if you want it to be. It will always travel with you and can take hits for you if you need it to. When it dies, you must wait a day before a new follower appears to help you. The orc's stats and equipment will be specified by the DM and should be appropriately balanced so it can contend with creatures of the level the players are at.
Tame Large Beasts
At 17th level, You can attempt to tame beasts including dragons. The bigger the creature the harder to tame it is. Make a DC(DM defined) Animal Handling check. On a success the creature is tamed and will listen to you. On a fail it will resume its normal behavior or on a very poor roll turn hostile and focus you down. At the end of each day make the check again to see if the beast leaves or not. When it does so this way it leaves peacefully. If you die the creature will finish the fight and then leave peacefully in respect for its deceased master.
At 18th level, When you would normally brutalize a target you can now attempt to instantly kill it. The creature must make a DC(8+Wis+Dex) Con save or perish. The target can be saved if it fails only if something else heals it or spares it right before it would die.
At long last, at 20th level, you have become the master of many orcs and goblins now. You have armies on standby. When your party is in dire need of support you can call in help.Make a Wisdom saving throw, with the DC being 10. The roll must be higher than 10 and the higher the roll is than 10, the better the support is. For example, if you rolled a 15, 10 normal orc fighters will appear and 5 others that DM either equips differently (Savages, Defenders, archers or Ologs). The forces arrive on 1d4 Rounds after combat begins, or immidiatly when out of combat, as if they were teleported near you. On a natural 20, they arrive immidiatly and are being led by at least one Legendary creature with them, even if you didn't dominate one (There are many ways the DM can explain this, one of which being a volunteer joining the ranks since he heard of your legend).
Prerequisites: Dexterity of 13 and an instance in which a spiritual, non corporeal entity is bound with you. Proficiencies: None