Otherworld Apostle (5e Class)
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Contents
- 1 Otherworld Apostle
- 1.1 A Dream Unlike Any Other
- 1.2 Creating an Otherworld Apostle
- 1.3 Class Features
- 1.3.1 Hit Points
- 1.3.2 Proficiencies
- 1.3.3 Equipment
- 1.3.4 Otherworldly Weapon
- 1.3.5 Waking Mission
- 1.3.6 Tool Expertise
- 1.3.7 Dreamlike Body
- 1.3.8 Dream Strike
- 1.3.9 Ability Score Increase
- 1.3.10 Extra Attack
- 1.3.11 Dreamlike Body Addition
- 1.3.12 Chimera
- 1.3.13 Heroic Agility
- 1.3.14 Dreamlike Body Addition
- 1.3.15 Athwart Nightmares
- 1.3.16 Sleepwalker
- 1.3.17 Dreamlike Body Addition
- 1.3.18 When Needed Most
- 1.3.19 Dreamlike Body Addition
- 1.3.20 The Otherworld
- 1.4 Waking Missions
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, Arcana, Perception, Insight, 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, which you incorporate into your outfit.
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 | Chimera | 2d6 |
7th | +3 | Heroic Agility | 3d6 |
8th | +3 | Ability Score Increase | 3d6 |
9th | +4 | Waking Mission | 4d6 |
10th | +4 | Dreamlike Body | 4d6 |
11th | +4 | Athwart Nightmares | 5d6 |
12th | +4 | Ability Score Increase | 5d6 |
13th | +5 | Sleepwalker | 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 | When Needed Most | 9d6 |
20th | +6 | Dreamlike Body, The Otherworld | 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 and holds six shots, a range of 80/320, and deals 1d6 damage. If you consider it large, it has the Two-handed property and holds two shots, a range of 150/300, and deals 1d12 damage. These ranged weapons must be reloaded as a bonus action, and you create 24 counts of ammunition when you finish a short or long rest, to a maximum of 48. 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 Two-handed and Reach properties 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 requires more focus than normal; 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.
Dreamlike Body Addition
At 5th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:
- You can understand any creature that speaks to you, and any creature that speaks a language can understand what you say.
- Creatures within 30 feet of you, when you are in bright light, cannot be invisible.
- You gain a swim speed OR climb speed equal to your walking speed
- You can cast the Detect Magic spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
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 or a fey-type creature, as appropriate for the appearance you select.
- 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.
Heroic Agility
At 7th level, you gain proficiency in the Acrobatics skill. Additionally, you automatically succeed on Dexterity (Acrobatics) skill checks with a DC equal to or less than: 8 + your proficiency + your Strength modifier.
Dreamlike Body Addition
At 10th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:
- You can cup your hands and they fill with clean water at will. Once you begin, you can part your hands slightly to let the water flow out, as if from the mouth of a small fountain.
- A mark appears on your body. You can choose a cantrip that requires you to make a ranged or melee spell attack from any spell list, which projects from this mark when you cast it. Wisdom is your spellcasting modifier for its use.
- You can cast the Scrying spell once, targeting a location only, using your bound weapon as your focus. Once you do so, you must complete a long rest before you can again.
- You can cast the Knock spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Athwart Nightmares
Beginning at 11th level, the unfailing hand of your dreams guides you always. Whenever you make an ability check that lets you add your proficiency, you can treat a d20 roll of 9 or lower as a 10. Your Heroic Agility also improves to include checks with a DC of 10 + your proficiency + your Strength modifier.
Sleepwalker
At 13th level, you gain the ability to use the Dream spell, with yourself acting as messenger. If the target is awake, you can still deliver a message of no more than ten words as your form flashes before the target's eyes. When you use the spell with this feature, you cannot make the vision threatening to the target or deal any damage with it. Once you cast the spell, you must complete a long rest before you can do so again.
Dreamlike Body Addition
At 15th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:
- Your jump distance is tripled, and you have resistance to falling damage.
- You gain proficiency in the Investigation skill. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
- You can use your reaction to gain resistance to force damage and immunity to damage from the Magic Missile spell until the end of your next turn. Once you do so, you must complete a short rest before you can again.
- You can cast the Disguise Self spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.
When Needed Most
By 19th level, you have become so close to your other self that your life force is joined with them. When you are below half your maximum hit points, but you are not unconscious, paralyzed, charmed, or petrified, you regain hit points equal to your Constitution modifier at the start of each of your turns. While you are in this state, your open wounds give off a very faint light in a color of your choosing.
With this faint regenerative effect, you are now also able to Dash indefinitely without becoming exhausted.
Dreamlike Body Addition
At 20th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:
- You gain proficiency in all saving throws.
- You gain a flying speed equal to your walking speed.
- Your walking speed increases by 15 feet.
- You can use your reaction to gain resistance to all damage until the end of your next turn. You must complete a short rest before you can do so again.
The Otherworld
At last, at 20th level, you solidify your connection to the land of your dreams. You gain a special casting of the Gate spell. The portal you open leads to the world you've always dreamed of, the source of all your power. Creatures from The Otherworld cannot cross into any other plane through the portal, but creatures from other planes can go to The Otherworld. The sole exception is your other self, who can only cross into another plane through a portal you have summoned with this feature. This other self has statistics identical to yours, but is under the control of the DM. Your other self is free thinking and is not bound to you in any way; they may leave, attack you, or help as they see fit.
Once you use this feature, you cannot do so again until you complete a long rest or you are no longer exhausted, whichever is longer.
- The Otherworld is a plane almost completely separated from reality; no creature but one with this feature can access it, even deities - including those who watch over the dreams of creatures.
- While you are in The Otherworld, your regeneration from the When Needed Most feature applies at all times, not just when you are below half your hit point maximum.
- If you or any other creature travels to The Otherworld through your portal, the foreign creature can remain there until they either begin a long rest or gain a level of exhaustion, at which time they return to the spot where your portal had opened and fade from The Otherworld until you summon another portal.
- If your other self crosses into another plane through your portal, they can remain there until they begin a long rest or gain a level of exhaustion. They cannot cross through a portal you create while they are still exhausted.
- If a creature from The Otherworld dies in another plane, their soul returns to The Otherworld immediately. This soul cannot be targeted by Soul Cage or any similar effect.
- If a creature from another plane dies in The Otherworld, their soul is trapped there until it is either destroyed by an effect or returned to a container of some kind and transported out.
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. Your choice grants you features at 1st level, then again at 3rd, 9th, 14th, and 17th level.
Sentinel
The world of your dreams is filled with combat and pain, but your other self is strong and resilient. You have dreamt, many times, of battles fought and won - or lost. Through it all, your other self had a goal to fulfill you never completely understood, but you always felt their unfailing determination and drive to succeed. Ultimately, you had the feeling that your other self fought to defend or save something or someone, and you feel compelled to do the same.
Steadfast Flame
At 1st level, a part of your body, such as an arm or eye, is affected by the Continual Flame spell. It cannot be dispelled by any effect other than one originating from The Otherworld, but it also sheds no light - in darkness, it is visible, but it does not illuminate anything but you unless you cover it somehow. While the flame is uncovered, you can reroll any saving throw you have failed versus the frightened condition unless the effect causing it already allows you to do so.
Silent Demand
Beginning at 3rd level, you gain the ability to cast the spell Compelled Duel without a verbal component a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.
Armed And Ready
When you reach 9th level, you construct an additional Otherworldly Weapon. It must be of a different type from your original weapon; if you made a ranged weapon, this one must be melee, for example.
Guiding Star
At 14th level, you can cast Locate Creature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.
Feel No Pain
At 17th level, you are immune to the effects of the Power Word Stun spell, and have advantage on saving throws versus the stunned condition.
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 +, Arcana +, Perception +, Insight +, Survival + and Performance + |
Summary | You've seen visions from another reality, and power from it has begun to manifest. + |
Title | Otherworld Apostle + |