Otherworld Apostle (5e Class)
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Otherworld Apostle
Since you were a child, you can vaguely recall a dream that has visited you. This recurring story in your mind may go years without an installment, but somehow it has always felt more real than any other dream. More recently, you've noticed this dream is becoming reality; the setting is different, the enemy more real, but your power is the same. What the source of this power is, you are not sure, but as it continues to grow, you decided to begin training yourself in its use.
A Dream Unlike Any Other
Many children dream of heroism, grand adventures, vanquishing foes, and seeing incredible and fantastical sights. For you, these dreams have felt like a second life you've lived - as though you have only seen another side of yourself when you closed your eyes. Your dreams may be different from others, but surely they are dreams. Impossible landscapes or geography, odd rules of physics or magic, creatures born of a child's imagination that lacks the boundaries experience will set; the lands of your mind are your own... Only, you've begun to grow into the person you dreamt to be. In flashes, bare instants, you've seen that you are capable of the same things awake as you are asleep. Perhaps you've called a small object to your hand from across a room, or you've nearly fallen and your body righted itself before you realized. The person you are in your dreams has begun to overtake you, and suddenly you can remember this recurring dream in vivid detail.
Creating an Otherworld Apostle
When creating an otherworld apostle, consider the dream you wish your character to embody. Are they a great hero drawing power from the stars, or a brutal warrior who slays others like them? Is their world like yours, or is it full of layers within your dreams that make no sense at all? What has been the goal of your dreams? Who was your enemy and how did you fight or escape them? Do you think this world in your mind is real, and what would it mean for the other planes if it was?
Quick Build
To quickly create an otherworld apostle, first make Wisdom your highest ability score, followed by Strength. Next, choose the Folk Hero background.
Class Features
As a Otherworld Apostle, you gain the following class features.
Hit Points
Hit Dice: 110 per Otherworld Apostle level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 110 + your Constitution modifier
Proficiencies
Armor: Light, Medium
Weapons: none
Tools: Two of your choice
Saving Throws: Strength, Wisdom
Skills: Choose from Athletics, Acrobatics, Stealth, Perception, Survival, Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A set of clothes you've made that mirrors your dream self.
- An Explorer's Pack
- Your choice of Leather armor or a Chain Shirt
The Otherworld Apostle
Level | Proficiency Bonus |
Features | Dream Strike |
---|---|---|---|
1st | +2 | Otherworldly Weapon, Waking Mission | - |
2nd | +2 | Dreamlike Body, Spirit Incantations | - |
3rd | +2 | Waking Mission | 1d6 |
4th | +2 | Ability Score Increase | 1d6 |
5th | +3 | Extra Attack, Dreamlike Body | 2d6 |
6th | +3 | ---, --- | 2d6 |
7th | +3 | --- | 3d6 |
8th | +3 | Ability Score Increase | 3d6 |
9th | +4 | Waking Mission | 4d6 |
10th | +4 | Dreamlike Body | 4d6 |
11th | +4 | ---, --- | 5d6 |
12th | +4 | Ability Score Increase | 5d6 |
13th | +5 | --- | 6d6 |
14th | +5 | Waking Mission | 6d6 |
15th | +5 | Dreamlike Body | 7d6 |
16th | +5 | Ability Score Increase | 7d6 |
17th | +6 | Waking Mission | 8d6 |
18th | +6 | Ability Score Increase | 8d6 |
19th | +6 | 9d6 | |
20th | +6 | Dreamlike Body, --- | 9d6 |
Otherworldly Weapon
At 1st level, you gain the ability to summon the weapon of your other self. You are proficient with this weapon, and it is bound to you. If you are disarmed or lose it, you can use a bonus action to call it to your hands. You may choose for it to deal one type of damage from either bludgeoning, piercing, or slashing. You choose one of the following options for this feature:
- A ranged weapon with a size and shape of your choosing. If you consider it small, it has the Light property, a range of 80/320, and deals 1d6 damage. If you consider it large, it has the Two-handed property, a range of 150/300, and deals 1d12 damage. A large weapon of this type must be reloaded as a bonus action, and you create 20 counts of ammunition when you finish a short or long rest, to a maximum of 40. The ammunition only works for your weapon and fades to nothing once it is used or otherwise leaves your possession.
- A melee weapon with a size and shape of your choosing. If you consider it small, it has the Light property and deals 1d6 damage. If you consider it large, it has the Two-handed property and deals 1d12 damage. You may wield two of a small melee weapon. If it is a long weapon, it has the Reach property and deals 1d10 damage.
- A melee weapon and a shield with a size and shape of your choosing. You are proficient with this shield, as you are with the weapon, and it is bound to you like the weapon. This weapon has the Versatile property and deals 1d8 damage in one hand or 1d10 in two hands.
- A creation of your choice, which you should consult with your DM. Create the weapon and apply any pertinent weapon properties.
Waking Mission
Also at 1st level, you must choose a Waking Mission, which are described at the end of this class. They are Sentinel, Master, Warrior, Watcher, Disruptor, and Broken. Your choice grants you features at 1st level, then again at 3rd, 9th, 14th, and 17th level.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses tool proficiencies granted by this class.
Dreamlike Body
At 2nd level, you gain one of the supernatural abilities of your dream self. You gain additional abilities at 5th, 10th, 15th, and 20th level. Choose one from the below at 2nd level:
- Your body grows stronger, enhancing your carry weight by 100lbs. This carry weight is not doubled by racial features or size changes; it is applied after other bonuses.
- Your ability to see in the dark expands. You gain Darkvision out to 30 feet; you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already had Darkvision before this choice, its range increases by 30 feet.
- You gain the ability to breathe water as well as air.
- You learn to use the Light cantrip.
Dream Strike
At 3rd level, the power of the Otherworld can lend you strength. You can use an action to execute a powerful attack that deals an extra 1d6 damage to one creature you hit with an attack with your Otherworldly Weapon.
This attack is especially taxing on you; it replaces the Attack action should you choose to use it. When you reach 5th level and gain the Extra Attack feature, it does not apply to your Dream Strike.
The amount of the extra damage increases as you gain levels in this class, as shown in the Dream Strike column of the Otherworld Apostle table.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 18th 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Chimera
At 6th level, a manifestation from the Otherworld appears to transport and serve you. Select a Large beast-type creature with a challenge rating of 2 or less. Your Chimera uses that beast's game statistics, but has any appearance you like, bearing the following in mind:
- It is a construct-type creature
- It is immune to the charmed and poisoned conditions, as well as poison damage.
- it understands the languages you can speak when it appears to you, but it cannot speak.
The Chimera obeys your direct orders, and rolls its own initiative in combat if you are not mounted on it. If the Chimera is reduced to 0 hit points, it vanishes, and it will not reappear for 1d10 days.
Waking Missions
Your Waking Mission speaks to the truest form of yourself - the dream you have made a reality. Each choice will help further define you, and bring you closer to the Otherworld you have seen.
Sentinel
Master
Warrior
Watcher
Disruptor
Broken
Author | Max7238 + |
Canon | true + |
Features | Otherworldly Weapon + |
Hit Die | 1d 10 + |
Identifier | 5e Class + |
Length | 20 + |
Rating | Undiscussed + |
Save | Strength + and Wisdom + |
Skill | Athletics +, Acrobatics +, Stealth +, Perception +, Survival + and Performance + |
Summary | You've seen visions from another reality, and power from it has begun to manifest. + |
Title | Otherworld Apostle + |