Lifeextracter (5e Class)

Life extracter

Life extracter always offer your helping hand to help people in pain even if their methods are questionable. For this reason they are not hated directly. One village can love you but hate another, even a village can idolize you but you don't care for fame or titles but only dedicate themselves to their own goals. That is why a Life extracter can be good or bad.It depends more on their goal and how they want to achieve it,thats why most of them are neutral.

Healing but at what cost

They freeze at the sight of how the life energy of the person in front of them is being withdrawn and how his body slowly disintegrating into dust. They feel refreshed ,young again but at what cost.The people are calling them Life extracters.

Creating a Life extracter

Quick Build

You can make a Life extracter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution . Second, choose 1 hand crossbows and a shortsword.

Class Features

As a Life extracter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Life extracter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Life extracter level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons,Martial Melee Weapons
Tools: healer's kit
Saving Throws: Wisdom, Constitution
Skills: Choose two from Insight, History, Investigation, or Perception

Equipment

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

  • (a) or (b) hand crossbows with 20 bolts
  • (a) shortsword or (b) 2 daggers
  • 1 Shield
  • Studded Leather armor
  • An Explorer's Pack
  • If you are using starting wealth, you have 25 Gold in funds.

Table: The Life extracter

LevelProficiency
Bonus
Heal EnergyLife PointsSpell levelFeatures
1st+210101Heal Energy, Draining Hands
2nd+220151Naturally Gifted
3rd+230202Cantrips,Destructive Touch
4th+235252Ability Score Improvement
5th+340303
6th+345353Life Drain
7th+350404
8th+355454Ability Score Improvement
9th+460505Revive
10th+470555Corrupted life force
11th+480606
12th+490656Ability Score Improvement
13th+5100707
14th+5110807Heal Energy Regeneration
15th+5120858
16th+5130908Ability Score Improvement
17th+6140959
18th+61501009True Resurrection
19th+61601059Ability Score Improvement
20th+61701109No Man's Land

Heal Energy

At 1st Level, you can use your action to heal a number of hit points equal to the amount shown on the table. You can use this ability on another ally within 10ft of yourself or you can use this on yourself. You do not have to use all of your Heal energy at once.You can expend Heal energy as a reaction. You regain all spent Heal Energy at the end of a long rest.

Draining Hands

At 1st level, you gain the ability to drain and store the lifeforce of a creature.Every corpse you drain give you 1 Life point depends on size.Small corpse 1 Life point, medium corpse 2 Life points and large corpse 3 life points.You can store up to 10 point,per level you get 5 more points to store.

Naturally Gifted

Beginning at 2nd level, a Life extracter can use an action to expend one use of a healer’s kit to tend to a creature and restore 1d6 + Life extracter level hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest. Life extracter’s also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If the Life extracter does not have proficiency in Medicine, they get it from this feature. In addition, Life extracter's gain 2 extra hit points per Life extracter level.

Cantrips

At 3rd level, You have harnessed your healing powers into magic. You gain the Cantrips Resistance, Guidance, and Sacred Flame.

Destructive Touch

At 3rd level,You have learned to steal the life force of living creatures.If you try to suck the life out of a living creature then you do 2d6 necrotic damage and only get half the life points.

Ability Score Improvement

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.

Life Drain

At 6th Level, You gain the ability to drain Hit Points from your foes. After making a successful attack.The target must succeed on a Wisdom saving throw or you can spend a bonus action to also inflict 3d10 necrotic damage to the enemy . When you deal this damage to the target, you gain temporary Hit points equal to half the damage dealt in that attack + your Wisdom modifier. You can use this ability twice per long rest.

Revive

At 9th Level, You begin to understand the practice of reviving. You can cast the spell Revivify once per long rest.

Corrupted life force

At 10th Level,You begin to controll the life force further away.You can spend an action to raise 3 corpses that you can see in 30 feet.You can cast the spell a number of times equal to your Wisdom modifier per long rest (minimum of 1 time) one at a time e.g you can only cast this spell again if all 3 corpses died or you dimiss them.

Heal Energy Regeneration

At 14th Level, you have become so skilled at using Heal Energy that you can now regenerate it. You regenerate an amount of Heal Energy equal to half of your Wisdom Modifier at the start of your turn while in combat.

True Resurrection

At 18th level, your magic powers have reached their peak. You can cast the spell True Resurrection once per long rest

No Man's Land

At 20th level,you´re body has changed were it can drain life force from everywhere.You dont need touch someone anymore to drain his life force every creature that isnt your ally and is 120 feet away of you loses 5d10 life per round.Yes plants too if you want to.

Life points

Life points are the energy that you drain and store from living beings. You have learned to use this energy to your advantage for many abilitys.

1 point | Necrotic Charge

As an action. For 1 Life point you can cause numbing pain on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

2 points | Mark of the Healer

As a bonus action.Duration: Concentration, up to 1 hour. For 2 Life point you can place a curse on a creature that you can see within range. Until the spell ends,deal an extra 1d4 necrotic damage to the target whenever it gets hit with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.When you cast this spell using a spell level of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell level of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

10 points | Recovery

As an action. For 10 Life point you consume the life points to recover your Heal Energy to help your allies in battle.


Life extracter Spell List

You know all of the spells which are shown below.You cast the spells number of times equal to your Wisdom modifier/2 (minimum of 1).e.g (Wisdom modifier = 2) You can cast cure wound once and healing word once.At what level your casting the spells is shown in the Life extracter table.

1st Level

Cure Wounds,Detect Evil and Good,Healing Word,Shield of Faith

2nd Level

Calm Emotions,Gentel Repose

3rd Level

Beacon of Hope,Life Transference,Mass Healing Word

4th Level

Death War

5th Level

Mass Cure Wounds

6th Level

Heal

Multiclassing

Prerequisites. To qualify for multiclassing into the Life extracter class, you must meet these prerequisites: wisdom 15


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