Immortal (5e Class)

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Immortal

Within every generation of each humanoid race, there is one immortal born.

A warrior fights through army, shrugging off blows as if getting slapped. Though after relentless beating he falls to his knees, and burst back alive for a final fight, shredding all those around him.


Quick Build

You can make a Immortal quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom. Second, choose any background.

Class Features

As a Immortal you gain the following class features.

Hit Points

Hit Dice: 2d10 per Immortal level
Hit Points at 1st Level: 2d10 + Constitution modifier
Hit Points at Higher Levels: 2d10 (or 11) + Constitution modifier per Immortal level after 1st

Proficiencies

Armor: All Armor, Shield
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution & Strength or Wisdom
Skills: Choose two: Althetics, Medicine, Perception or Survival

Equipment

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

  • (a) 1 Martial Weapon or or (b) 2 Simple Weapon
  • (a) Tower shield or (b) Buckler or (c) Heater Shield
  • (a) Platemail or (b) Scale Mail
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Immortal

LevelProficiency
Bonus
Features
1st+2Immortal Object, Undying
2nd+2Endless War
3rd+2Extra Attack
4th+2Ability Score Improvement, Aggressive Defense
5th+3No Escape
6th+3Improved Undying
7th+3Retaliate
8th+3Ability Score Improvement, Thorns of the Damned, Improved Critical
9th+4Improved Immortal Object, Improved Endless War, Improved No Escape
10th+4Improved Undying
11th+4Second Bonus Action/Reaction
12th+4Ability Score Improvement, Greater Undying
13th+5Aura of Thorns, Greater No Escape
14th+5Extra Attack
15th+5Perfect Retaliate
16th+5Ability Score Improvement, Improved Throns of the Damned, Greater Undying
17th+6Circle of healing, Perfect No Escape
18th+6Greater Immortal Object, Perfect Endless War, Greater Critical
19th+6Ability Score Improvement, Dome of Protection
20th+6Perfect Undying

Immortal Object

Your AC (without armor) is 10 + Constitution Bonus + Dexterity Bonus.

At 1st level, for ten minutes reduce all incoming damage by 1 point for every 5. you can use this feature again after a long rest (Take 4/5 Damage.)

At 9th level, for twelve minutes reduce all incoming damage by 2 points for every 5. you can use this feature again after a short or long rest (Take 3/5 Damage.)

At 18th level, for thirty minutes reduce all incoming damage by 3 points for every 5. you can use this feature again after a short or long rest (Take 2/5 Damage.)

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.

Undying

At 1st level, upon hitting 0 HP, instead replenish 1d8+(Con Mod), until the beginning of your next turn you become immune to all incoming damage. Your next hit adds 1 extra die of damage. Available once per long rest.

At 6th level, increase the amount healed to 2d8+(Con Mod).

At 10th level, increase the amount healed to 4d8+(Con Mod).

At 12th level, increase the amount healed to 6d8+(Con Mod). Increase Two damage Dices dealt.

At 16th level, increase the amount healed to 8d8+(Con Mod). Twice per long rest.

At 20th level, increase the amount healed to 10d8+(Con Mod). Twice per long rest.

Endless War

At 2nd level, for each attack made to the same target, gain a + 1 to hit, and + 1 to damage. (Max of 3)

Aggressive Defense

At 4th level, while within 10ft of an ally, all enemies attacks are at disadvantage against him

No Escape

At 5th level, if an Enemy within 10ft were to move futher than the 10ft radius, they have to make a charisma saving throw (DC= 8 + proficiency bonus + wisdom mod) or their movement speed is halved until this condition is ended by you or it ended after 1 minute.

Retaliate

At 7th level, when any melee attack is made against you, you can get at attack of opportunity against the attacker.

At 15th level, when any melee attack is made against a friendly creature within 10 feet of you, you get an attack of opportunity against the attacker.

Thorns of The Damned

At 8th level, when an enemy deals melee damage you can use your reaction to do 1/2 of the damage they dealt. this fracture works for the next hit (Ignores resistances, and Immunities.) You can use it many times as you wisdom modifier (minimum 1)

At 16th level, when an enemy deals ranged damage they receive 1/4 the damage they dealt using your reaction. this fracture works for the next hit (Ignores Resistances, and Immunities.)

Improved Critical

At 9th level, you can now hit a Critical on 19-20.

At 18th level, you can now hit a Critical on 18-20.

Circle of Healing

At 17th level, twice per day, you can create a 15ft. circle around you that heals all allies, 2d8+(Con Mod) at the end of each of your turns, for 1 minute

Dome of Protection

At 18th level, create a 30ft. dome around you, all allies within the dome gain a barrier, 1/2 of all damage dealt to them is redirected to you instead. You only take 1/2 damage for this damage.


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