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Tager (5e Class)


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Author: IdesOfMarch (talk)
Date Created: 2/10/15
Status: nearly complete, may be balancing issues to fix
Editing: Clarity edits only please
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TagerEdit

A tager is a person who has inextricably bonded themself with a being from the Far Realm. The idea is from Cthulhutech, not me!

Creating a TagerEdit

When you are creating your Tager consider why they would have become a Tager. Some questions to ask yourself may include: How did your character originally learn of the occult? Did undergoing the Rite of Sacred Union affect your character's sanity or personality? Does your character keep their true nature hidden or does he/she boast about it? Why does your character despise the cults of aberrant beings? Furthermore why did you seek to become a Tager? Perhaps you were raised and/or born to Tagers or had an unfortunate encounter with aberrants and want revenge.

Quick BuildEdit

To make a quick build Tager follow these guidelines. First make either Strength or Dexterity your highest score (depending on your manifestation), followed by Charisma. Second choose the Acolyte background.

Class FeaturesEdit

As a Tager, you gain the following class features.

Hit PointsEdit

Hit Dice: 110 per Tager level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 110 + your Constitution modifier

ProficienciesEdit

Armor: Light Armor
Weapons: Simple weapons, shortsword, Tager natural weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from [[Choose two from Arcana (5e)|]], Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, Survival.

EquipmentEdit

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

  • (a) shortsword or (b) any simple weapon
  • (a) dungeoneer's pack or (b) disguise kit
  • leather armor


The Tager

Level Proficiency
Bonus
Features
1st +2 Rite of Sacred Union, Tager Training
2nd +2 Unarmored Defense
3rd +2 Mystical Vitality
4th +2 Ability Score Improvement
5th +3 Rite of Sacred Union Bonus
6th +3 Extra Attack
7th +3 Rite of Sacred Union Bonus
8th +3 Ability Score Improvement
9th +4 Otherworldly Senses
10th +4 Tenacity
11th +4 Metamorphosis
12th +4 Ability Score Improvement
13th +5 Honed Brutality
14th +5 Rite of Sacred Union
15th +5 Monstrosity
16th +5 Ability Score Improvement
17th +6 Will of the Symbiont
18th +6 Regeneration
19th +6 Ability Score Improvement
20th +6 Perfect Bond

Rite of Sacred UnionEdit

You make a symbiotic bond with an extraplanar entity. In exchange for some or all of your natural magical energy you gain one of the forms listed below and can shift in or out of it at-will. Any restraints are destroyed. The listed benefits only apply while you are in shifted form and you do not gain the features in parenthesis until 11th level. All attacks you gain are weapon attacks that use tager natural weapons.

Phantom (Wraith):

Level 1:

Size Increase: None

Attacks:

At-will:

Arcane Blast: Strength v. AC; Ranged 30ft/120ft (80ft/320ft); Hit: 1d10 (2d10) force damage

Blades: Strength v. AC; Hit: 1d10 (2d10) + Strength modifier slashing damage

Howl: Each enemy within 20ft (35ft) of you must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take force damage equal to your Strength modifier and be knocked prone

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Double (Triple); Jumping: Double (Quadruple); Land: Normal

Special Abilities:

Your type changes to aberrant. (You are immune to forced movement other than charm effects)

Level 7:

Tentacle Sheathe: 1/day and Uses All Your Actions That Round; Strength v. AC; Cone 30ft Targets: all creatures in the cone; 2d10 + Strength modifier piercing damage. Randomly select one of the targets-the target must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or die; Special: Targets of a larger size category than you do not have to make a saving throw.

Level 14:

Tentacle Frenzy: 1/day and Uses All Your Actions That Round; Strength v. AC; Close Burst 15ft Targets: all creatures in the burst; Hit: 2d10 + Strength modifier piercing damage; Roll a d6 and divide the result by 2 with a minimum of 1. Randomly select that many enemies in the burst, each of them must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or die; Special: Targets of a larger size category than you do not have to make a saving throw.

Whisper (Dream):

Level 1:

Size Increase: None

Attacks:

At-will:

Whips: Dexterity v. AC; Hit 1d8 (2d8) + Dexterity modifier bludgeoning damage.

Gossamer Bombs: Area Burst 5ft (10ft) within 10ft (20ft); Choose a square within 10ft (20ft) of you. Each creature, other than yourself, within 5ft (10ft) of that square must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be blinded save ends.

Fly-By: Effect: Move your flight speed and make the following attack against 1 enemy you move past; Dexterity v. AC; Hit: 1d6 (2d6) + Dexterity modifier slashing damage; Special: The movement does not provoke opportunity attacks.

Level 5:

Senses:

Darkvision, perception is not hampered by water or walls

Movement Speed:

Climbing: Triple; Flight as Compared to Unshifted Land Speed: Triple (Sextuple); Jumping: Double (Triple); Land: Double (Triple)

Special Abilities:

Your type changes to aberrant. (Can sense thoughts, dreams, and emotions)

Level 7:

Razor Wing: 1/day and Uses All Your Actions That Round; Your speed quadruples until the start of your next turn-fly up to your speed and make the following attack against all enemies you fly adjacent to; Dexterity v. AC; Hit: 3d8 + Dexterity slashing modifier damage.

Level 14:

Gossamer Whirlwind: 1/day and Uses All Your Actions That Round; Your speed quadruples until the start of your next turn; All creatures within 50ft of you must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be blinded save ends; Make the following attack against all enemies within 15ft of you-Dexterity v. AC; Hit: 4d8 + Dexterity modifier slashing damage; Special: You may still make a move action this turn.

Shadow (Phantasm):

Level 1:

Size Increase: None

Attacks:

At-will:

Claws: Dexterity v. AC; Hit: 1d10 (2d10) + Dexterity modifier slashing damage.

Needle Pods: Dexterity v. AC; Ranged 80ft/320ft (100ft/400ft); 1d10 (2d10) + Dexterity modifier piercing damage.

Quills: Dexterity v. AC; Hit: 1d8 (2d8) piercing damage.; Special: Make this attack against every enemy within 15ft (20ft) of you.

Level 5:

Senses:

Darkvision (Perception not hampered by walls)

Movement Speed:

Climbing: Double (Triple); Jumping: Triple (Quadruple); Land: Normal

Special Abilities:

Your type changes to aberrant. (The Phantasm can perfectly mimic any appearance or sound.)

Paralytic Poison: When you hit with a needle pods or quills attack, target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be dazed save ends. If they have been continuously afflicted by the poison for 2 rounds they become paralyzed save ends.

Stealth Field: Every day for a number of hours equal to your Charisma modifier you may be invisible as the spell Invisibility. (Instead you may remain invisible for a number of minutes equal to your Charisma modifier as the spell Greater Invisibility.)

Level 7:

Multiport: 1/day and Uses All Your Actions That Round; Teleport up to twice your speed, this movement can be broken up, and make up to 2 thorns attacks and 2 needle pods attacks during this movement.

Level 14:

Phantasmagoria: 1/day and Uses All Your Actions That Round; Make a Deception check, each enemy within 20ft of you must make a Wisdom saving throw with your roll as the DC or have disadvantage on attack rolls for the next 1d10 rounds.

Echo (Impulse):

Level 1:

Size Increase: None

Attacks:

At-will:

Shocking Beam: Ranged 30ft/120ft (80ft/320ft); The target must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 1d10 (2d10) lightning damage.

Bite: Strength v. AC; Hit: 1d10 (2d10) + Strength modifier piercing damage.

Ink Cloud: Effect: Every square within 10ft (15ft) of you is completely obscured to everything except Echos and Impulses; Special: You may only use this power 2 (4) times per day.

Level 5:

Senses:

Darkvision, perception not hampered by water

Movement Speed:

Climbing: Double; Jumping: Double; Land: Normal; Swim: 9 times normal (20 times normal)

Special Abilities:

Your type changes to aberrant (Rather than move you may teleport to anywhere you can see or to spilled blood.)

Level 7:

Frenzy: Special: 1/day and Uses All Your Actions That Round; You must smell fresh blood to enter a frenzy; You are frenzied for the next 1d10 turns; While you are frenzied: your speed doubles, you gain an extra action that you must use to attack or move in order to be able to attack, and your bite attack’s damage increases to 3d10.

Level 14:

Frenzyport: 1/day and Uses All Your Actions That Round; Special: You must smell fresh blood to use Frenzyport; Your bite attack’s damage increases to 4d10 until the end of your turn; Make up to 3 bite attacks against enemies you can see.

Mirage (Memory):

Level 1:

Size Increase: None

Attacks:

At-will:

Photon Blast: Dexterity v. AC; Ranged 80ft/320ft (100ft/400ft); Hit: 1d10 (2d10) radiant damage.

Tentacle Lash: Dexterity v. AC; Hit: 1d10 (2d10) + Dexterity modifier slashing damage. Special: These tentacles can be retracted and used as rudimentary hands.

Whirling Strike: Dexterity v. AC; Hit: 1d6 (2d6) slashing damage. The Mirage (Memory) may pull any of the targets 5ft closer to themself.; Special: Make this attack against each enemy within 10ft (15ft) of yourself.

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Double (Triple); Jumping: Double (Quadruple); Land: Normal

Special Abilities:

Your type changes to aberrant. (You are forgotten the moment you are no longer observed unless you want the creature to remember you.)

Displacement: You can impose disadvantage on 1 attack roll against you each round. This uses your reaction.

Level 7:

Multiplicity: 1/day and Uses All Your Actions That Round; You create an illusory copy of yourself within 15ft of yourself. It moves and attacks whenever you do. The clone can use either a photon blast attack or a tentacle lash attack and has your movement speed. If the clone would take damage make a Charisma saving throw with a DC of 5 + the amount of damage the clone took or the clone vanishes. It takes a Perception check with a DC of 8 + your proficiency bonus + your Charisma modifier to notice that these are illusions. The clones vanish within 1d10 minutes if they are not destroyed by then.

Level 14:

Duplicity: 1/day and Uses All Your Actions That Round; You create two illusory copies of yourself or any willing ally. The clones attack and move whenever the cloned person does and use whichever attack the cloned person used or move as much as they did. If the cloned person casts a spell, the clones may use any attack the cloned person can. It takes a Perception check with a DC of 8 + your proficiency bonus + your Charisma modifier to notice that these are illusions. The clones vanish within 1d10 minutes if they are not destroyed by then.

Spectre (Revenant):

Level 1:

Size Increase: None

Attacks:

At-will:

Chilled Touch: Strength v. AC; Hit: 1d10 (2d10) + Strength modifier damage. You may have this damage be cold or slashing damage.

Gravewind: Strength v. AC; Hit: 1d10 (2d10) + Strength modifier necrotic damage and it creates an aura of fetid gas that harms all living things other than spectres and revenants in it. At the start of each of their turns any living creature other than a spectre or revenant in the area of a Gravewind takes necrotic damage equal to your Charisma modifier. If Gravewind is used in an unobscured area the area becomes partially obscured, if it is used in a partially obscured area the area becomes heavily obscured.; Special: Gravewind affects all enemies and squares within 10ft (15ft) of yourself.

Spectral Touch: Targets one enemy within 5ft of you; The target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be incapacitated save ends.

Level 5:

Senses:

Darkvision (Perception not hampered by walls)

Movement Speed:

Climbing: Double (Triple); Jumping: Triple (Quadruple); Land: Normal

Special Abilities:

Your type changes to aberrant, You give off an aura of intense cold (You don't fall unconscious at 0 hit points but you still have to make death saving throws as normal; you will fall unconscious at 2 failed death saving throws)

Phasing: Every day for a number of minutes equal to twice your Charisma modifier you may gain the phasing quality.

Level 7:

Displacing Solidifying: 1/day and Uses All Your Actions That Round; Strength v. AC; Hit: 5d10 + Strength modifier slashing damage

Level 14:

Deathly Repose: 1/day and Uses All Your Actions That Round; Strength v. AC; Hit: 7d10 + Strength modifier piercing damage; Effect: The Revenant explodes into many shards then reforms in whatever state he/she was in before in the next 1d10 minutes. Special: Make this attack against each enemy within 20ft of yourself.

Widow (Horror):

Level 1:

Size Increase: None

Attacks:

At-will:

Spinnerets: Dexterity v. AC; Ranged 30ft/120ft (80ft/320ft); Hit: 1d10 (2d10) acid damage.

Fangs: Dexterity v. AC; Hit: 1d10 (2d10) + Dexterity modifier piercing damage.

Leaping Strike: Effect: Make an athletics check to jump. If you end the jump adjacent to an enemy you may make the following attack against them; Dexterity v. AC; Hit: 1d8 (2d8) + Dexterity modifier piercing damage.

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Triple (Sextuple); Jumping: Triple (Sextuple); Land: Triple (Quadruple)

Special Abilities:

Your type changes to aberrant. (You are immune to fear.)

Spinnerets: The widow can produce caustic webbing that can entangle foes and support up to your Charisma modifier (twice your Charisma modifier) tons of weight.

Venom: If you hit with a fangs or leaping strike attack the target he/she must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or have disadvantage on attack rolls save ends.

(Horrifying Presence: At the start of each of their turns enemies within 5ft of the Horror must make a Charisma saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be dazed until their next turn. Enemies that are immune to fear are immune to this effect.)

Level 7:

Cocoon: 1/day and Uses All Your Actions That Round; Dexterity v. AC: Either 4d10 + Dexterity modifier acid damage. The target is trapped in webbing for 1d10 rounds. Subtract one minute for every 2 points of Strength the target has over 20 to a minimum of 1.

Level 14:

Spinneret Dance: 1/day and Uses All Your Actions That Round; Dexterity v. AC; Hit: 4d10 acid damage and the target is restrained save ends. Special: Make this attack against each enemy within 15ft of yourself.

Nightmare (Torment):

Level 1:

Size Increase: None (+1 size category as the spell Enlarge Person)

Attacks:

At-will:

Rend: Strength v. AC; Hit: 1d10 (2d10) + your Strength modifier slashing damage; Special: If you hit the same creature twice with this attack in a single round, the creature takes an additional 1d8 (1d10) damage.

Shoulder Pods: Strength v. AC; Ranged 80ft/320ft (100ft/400ft); Hit: 1d10 (2d10) force damage

Tentacle Lash: Strength v. AC; Hit: 1d10 bludgeoning damage and the target is immobilized save ends. You may only immobilize 1 foe (2 foes) at a time.

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Double (Triple); Jumping: Double (Triple); Land: Normal

Special Abilities:

Your type changes to aberrant. (Whenever a creature attacks the Torment with a melee attack and hits or the Torment hits with a melee attack, the target takes damage equal to your Charisma modifier.)

Level 7:

Mystic Blast: 1/day and Uses All Your Actions That Round; Line 80ft by 5ft; All targets must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 3d10 force damage.

Level 14:

Death Blossom: 1/day and Uses All Your Actions That Round; Each enemy within 20ft of yourself must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 4d10 necrotic damage.

Vampire (Bloodgod):

Level 1:

Size Increase: None

Attacks:

At-will:

Exsanguinating Touch: Dexterity v. AC; Hit: 1d10 (2d10) + Dexterity modifier necrotic damage. Special: This can cause decay in nonliving objects. For example it could corrode a non-magical metal door.

Barbs: Dexterity v. AC; Ranged 30ft/120ft (80ft/320ft); Hit: 1d10 (2d10) piercing damage.

Nerve Strike: Dexterity v. AC; Hit 1d6 (2d6) + Dexterity modifier force damage and the target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be incapacitated save ends.

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Double (Triple); Flight as Compared to Unshifted Land Speed: Double (Triple); Jumping: Double; Land: Normal

Special Abilities:

Your type changes to aberrant (You can sense all living creatures within 30ft of you as long as they are not magically hidden)

Level 7:

Bloodbath: 1/day and Uses All Your Actions That Round; Choose a square within 10ft of yourself. Each enemy within 20ft of that square must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 2d10 necrotic damage.

Level 14:

Meltdown: 1/day and Uses All Your Actions That Round; Each creature within 10ft of you must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or 4d10 necrotic damage and be permanently disfigured. Regeneration and spells/abilities with effects similar to Lesser Restoration can undo the disfigurement.

Efreet (Inferno):

Level 1:

Size Increase: None (+1 size catagory as the spell Enlarge Person)

Attacks:

At-will:

Dragonbreath: Strength v. AC; Ranged 30ft/120ft (80ft/320ft); Hit: 1d10 fire damage and combustible materials are ignited.

Molten Fists: Strength v. AC; Hit: 1d10 (2d10) + Strength modifier damage; You may have this damage be bludgeoning or fire damage.

Searing Lash; Strength v. AC; Hit 1d6 (2d6) fire damage and the target must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be restrained save ends.

Level 5:

Senses:

Darkvision

Movement Speed:

Climbing: Double; Jumping: Quadruple; Land: Normal; (Flying as Compared to Unshifted Land Speed: Triple)

Special Abilities:

Your type changes to aberrant, Immune to fire, explosives, and plasma, Radiates intense heat and chars or ignites objects on contact, Disadvantage on stealth checks (You can merge with fire and travel through it at 400 mph).

Level 7:

Meteor Strike: 1/day and Uses All Your Actions That Round; Choose a square within 40ft of yourself. Each creature, other than yourself, within 15ft of that square must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 3d10 fire damage and 1d10 bludgeoning damage.

Level 14:

Unearthly Radiance: 1/day and Uses All Your Actions That Round; Each creature within 15ft of you must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or take 2d10 radiant damage and be blinded save ends.

Tager TrainingEdit

You may choose to use the style of fighting taught to Tagers by the Eldritch Society. When defending from an attack it is similar to martial arts like Pankration. As a result when calculating AC you may use your Strength modifier rather than your Dexterity modifier if you are wearing light armor or no armor.

Unarmored DefenseEdit

You may calculate your AC as 10 + your Dexterity modifier + your Charisma modifier or 10 + your Strength modifier + your Charisma modifier while you are wearing light or no armor.

Mystical VitalityEdit

You may use your action to regain hit points equal to one-third your maximum hit points. You must finish a long rest to use the feature again.

Extra AttackEdit

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Otherwordly SensesEdit

You cannot be surprised and gain blindsight out to 15ft.

TenacityEdit

Whenever you are subjected to an ongoing effect a saving throw can end you may use your reaction to make a saving throw against it.

MetamorphosisEdit

Your shifted form changes and becomes stronger. You gain all the features in parenthesis in your Rite of Sacred Union path. Your tager natural weapons are considered magical weapons.

Honed BrutalityEdit

Your Tager natural weapons can roll a critical hit on a roll of 19-20.

MonstrosityEdit

Whenever you roll a critical hit or kill an enemy, every enemy within 30ft of you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be dazed save ends.

Will of the SymbiontEdit

You are immune to being charmed.

RegenerationEdit

At the start of your turn you regain 2 hit points. Outside of combat you regain 2 hit points every 6 seconds.

Perfect BondEdit

While you are in shifted form you gain the following benefits:

You can use your 1/day abilities an additional time per day and you gain a feature based on your shifted form manifestation.

Phantom/Wraith: Tentacle Sheathe and Tentacle Frenzy can target creatures of one size catagory larger than yourself.

Whisper/Dream: When you use Razor Wing or Gossamer Whirlwind attacks made against you have disadvantage until the start of your next turn.

Shadow/Phantasm: When you use Multiport or Phantasmagoria you have advantage on the thorns/needle pods attacks and the Deception check.

Echo/Impulse: When you use Frenzy/Frenzyport increase the damage die of your bite attack by an additional 1d10.

Mirage/Memory: When you use Multiplicity or Duplicity you may create and additional clone.

Spectre/Revenant: If you would be reduced to 0 or less health you may instead be reduced to 1 health and immediately use either Displacing Solidifying or Deathly Repose. You may only use this feature if you are still able to you Displacing Solidifying or Deathly Repose.

Widow/Horror: Cocoon and Spinneret Dance now inflict the target with your venom.

Nightmare/Torment: Mystic Blast and Death Blossom no longer require your reaction.

Vampire/Bloodgod: When you use Bloodbath or Meltdown each enemy who can see you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be stunned save ends.

Efreet/Inferno: Meteor Strike and Unearthly Radiance no longer affect your allies.

SubclassesEdit

The subclasses for this class are listed above in the Rite of Sacred Union feature.


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