Stasis Titan (5e Class)
Stasis Behemoth
Stasis Behemoth are armour specialists who are tough and hard-hitting, which makes them a good bet for close-quarters combat. As they're probably the toughest of all the classes, they're probably the best bet for solo adventurers expecting to take on swarths of enemies alone. Stasis Behemoth are an incredibly strong group of adventures, designed specifically to play the role of super soldier or space marine. They are an all-out, heavy assault class, and can be considered a class equivalent of the prototypical "warrior" class. Their armor is composed of heavy metals, and they are designed to withstand a significant amount of damage at the expense of range and manoeuvrability. Visually, a Behemoth armor holds a strong 'V' shape in the overall design. Cues of a Behemoth can be given in the swept-back helmet or the angled thigh pads. Approximately eighty percent of a Behemoth gear will show armor, while the remaining twenty percent will be composed of non-armor materials.
Fall from light
Once a emissary of the light has fallen to the powers of the darkness, an ancient power opposed to the light but equally if not more powerful. A Stasis Behemoth races into battle covered in an armor of Stasis crystals, allowing the Behemoth to temporarily become an unstoppable machine of power and destruction, able to jump higher, faster, and farther, all while blasting enemies with greatly increased melee attacks. Able to manipulate the darkness to their will they freeze their foes where they stand before destroying them leaving only ice shards behind.
Creating a Stasis Behemoth
www.thisweekinvideogames.com/wp-content/uploads/2020/09/titan.png |
- Quick Build
You can make a Stasis Behemoth quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Endless Soul background. Third, choose Firearms and Heavy armour
Class Features
As a Stasis Behemoth you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Stasis Behemoth level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Stasis Behemoth level after 1st
- Proficiencies
Armor: Heavy, Medium, Light
Weapons: Simple Weapons and Firearms or Martial Weapons
Tools: Smiths
Saving Throws: Str or Dex , Con
Skills: 2 from - Athletics, Acrobatics, Stealth or Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Handcannon or (b) War Hammer or (c) Revolver
- (a) Machine Pistol or (b) Throwing Knives or (c) Shotgun
- (a) Glaive or (b) Sniper Rifle or (c) Lever Action Rifle
- (a) Combat Fatigues or (b) Type IIIA Bulletproof Armor or (c) Stab Vest, Level 2 or (d) Chain Mail
- If you are using starting wealth, you have 2d4x10 in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Brawler, Shiver Strike and Ammo Generation |
2nd | +2 | Grenades and Reckless Engagement |
3rd | +2 | Glacial Quake |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Stasis Aspect, Spring in your step |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Whisper of Shards and Whisper of Fissures |
10th | +4 | Barricade, Enduring and Stasis Aspect |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | Whisper of Hedrons and Whisper of Refraction |
14th | +5 | Fight Response and Extra Attack |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Whisper of Durance and Whisper of Bonds |
18th | +6 | Strongest at Weakest |
19th | +6 | Ability Score Improvement |
20th | +6 | Master of Darkness |
Brawler
You know to rely on your fists more than any other weapon. This mindset has granted you the following benefits: You can use your Strength or Dexterity modifier to determine the attack and damage rolls of your unarmed strikes. You must use the same modifier for both rolls. Your unarmed Strikes deal 1d4 Bludgeoning damage. The increase to 2d4 at 10th and 4d4 at 20th. On your turn, if you take the Attack action or cast Shiver Strike, you can use your bonus action to make an unarmed strike. As a bonus action on your turn, you can move up to your speed toward a hostile creature you can see or hear. You must end this movement closer to the hostile creature than you started. You are considered proficient with improvised weapons.
Shiver Strike
You draw in the dark energy within yourself and coat your fist in ice, darting forward 10ft dealing 1d6+Con cold damage. You may replace one of your unarmed strike with a Shiver Strike if you have a charge. Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10), and 15th level (d12). This ability charges on a 6 from a D6, which is rolled when you use the ability. The number of the roll indicates how many rounds until you gain it back e.g (A 4 would leave 2 rounds till you can use again.)
Ammo Generation
You have so much ammo for upto 3 guns that you are familiar with, you regain this ammo after a long rest. Starting at 1st level, roll 2d6 for each guns ammo. Increase the die size by one at 6th (d8), 11th (d10) , and 15th level (d12).
- Subject to DM discretion.
Grenades
You gain access to 3 types of grenades that you may switch between on a long rest.
- Duskfield Grenade -
Casting time: 1 action Range: 60 feet, mortar Recharge: d8, 8 Duration: Concentration - Up to a minute You throw this grenade at a hard surface within range and a 15ft sphere forms, everything within that sphere or that moves through that sphere must make a DC (8+Prof+Con) or be slowed. This area counts as difficult terrain for everyone apart from you.
- Coldsnap Grenade -
Casting time: 1 action Range: 60 feet, mortar Recharge: d8, 8 Duration: Up to a minute You throw this grenade at a hard surface within range a bolt of cold energy will track towards the closest target the target within 10ft of impact must make a DC (8+Prof+Con) or become frozen, On a successful save the target is slowed until the end of their turn.
- Glacier Grenade -
Casting time: 1 action Range: 60 feet, mortar Recharge: d8, 8 Duration: Concentration - Up to a minute You throw this grenade at a hard surface within range a wall of ice 10ft tall, 15ft wide and 5ft thick forms, this acts as full cover if used as such, anything caught by this forming must make a DC (8+Prof+Con) or become frozen, On a successful save the target is slowed until the end of their turn.
Reckless Engagement
When you reach 2nd level, you become confident in your own might, and remain aggressively self-assured in challenging combat situations. At the start of your turn you can choose to throw all caution to the wind and begin a Reckless Engagement. Doing so gives you advantage on melee weapon attack rolls, Close-range firearm weapon attack rolls, and on Darkness abilities until the end of your turn, but attack rolls against you have advantage until the start of your next turn.
Glacial Quake
Casting Time: 1 bonus action Range: Self Recharge: Long rest Duration: Concentration, up to 1 minute You summon a torrent of Stasis energy into yourself, turning your own body into the ultimate weapon. While concentrating on this ability, the following effects apply: your base walking speed increases by 10 feet; your unarmed strikes are all Shiver Strikes; you have a resistance to cold, bludgeoning, piercing, and slashing damage; you cannot hold any other weapons or objects in your hands (any weapons or objects you are holding when you cast this super ability are immediately dropped). Ground Control. While concentrating on your Glacial Quake, you part of your attack action to slam both of your fists into a hard surface that you share the same space with, such as a wall or the floor, to send out a shockwave of cold in a 30ft cone from you. All creatures within that cone of you must make a Strength saving throw against a DC (8+Prof+Con). They take 2d6 + your Con modifier in explosive cold damage and are frozen on a failed save, or half as much on a success and are slowed till the end of their next turn. Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10), and 15th level (d12).
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional attack at 14th level.
Stasis Aspect
By the time you reach 6th level you have gained extra ways to manipulate your stasis abilities to be more efficient in combat. You gain a second aspect at 10th.
- Cryoclasm - After using a Stasis ability, as part of your movement you may slide an additional 15ft doing this through your ice wall or frozen target causes it to shatter dealing an additional 1d6 cold and 1d6 piercing damage to all creatures within 10ft of the shatter,*including allies. Sliding this way doesn't provoke attacks of opportunity.
- Tectonic Harvest - Shattering a stasis crystal or frozen target creates a stasis shard, this shard can be collected by moving through its space which consumes it, granting a reduction to melee cool down by 1 for every shard collected.
Spring in your step
By the time you reach 6th level, you have grown used to striding swiftly to make sure you are always first to the fight. Your base walking speed increases by 10 feet.
Whispers
You have learned to add additional benefits to your abilities at 9th level you may have 1 active, at 13th 2 and 17th 3. You may change these on a long rest.
- Whisper of Shards
At 9th level you have began to further tap into your dark power you have learned to draw benefits from shattering a Stasis crystal to temporarily boosts your grenade recharge rate. Shattering additional Stasis crystals increases the duration of this benefit. Shattering 5ft of a crystal reduces your cooldown by 1 round.
- Whisper of Fissures
At 9th level you have began to further tap into your dark power you have learned to draw further benefits from shattering Stasis crystals gaining increases to the damage and size of the burst of Stasis when you destroy a Stasis crystal or defeat a frozen target. Increases shatter damage by 1 die.
- Whisper of Hedrons
At 13th level you have began to further tap into your dark power you have learned to draw benefits from taking advantage of frozen targets you gain a bonus to weapon damage after freezing a target with a Stasis ability. Your weapons deal an additional 2d4 cold damage after freezing a target, this bonus lasts until the end of your next turn.
- Whisper of Refractions
At 13th level you have began to further tap into your dark power you have learned to draw benefits from defeating slowed or frozen targets grants you barricade energy. Killing a slowed or frozen target reduces your barricade cooldown by 1.
- Whisper of Durance
At 17th level you have began to further tap into your dark power you have learned to draw benefits from the slows from your abilities making them last longer, your slow abilities now last till the end of your next turn. For those abilities that linger, their duration will also increase by 1/2 of there duration.
- Whisper of Bonds
At 17th level you have began to further tap into your dark power you have learned to draw benefits from defeating enemies while in Glacial Quake to extend its duration, for each enemy defeated extends the duration of Glacial Quake by 1 round.
Barricade
At 10th level you have learned to manipulate the natural stasis energies in the world to form a defensive barrier.
- Tower Barricade - create a 10ft wide 10ft tall translucent barricade
Casting Time: 1 bonus action Range: Self Recharge: d8, 8 Duration: Concentration, up to 1 minute
- Rally Barricade - create a 10ft wide and 2ft tall translucent barricade that make reloading a free action.
Casting Time: 1 bonus action Range: Self Recharge: d8, 8 Duration: Concentration, up to 1 minute
Enduring
Starting at 10th level, you can push yourself to new limits, keeping yourself fighting despite grievous wounds. If you drop to 0 hit points you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5.
Fight Response
At 14th level, you’re always ready for a fight. You have advantage on initiative rolls. In addition, if you are surprised at the start of combat and aren’t Incapacitated, you can act normally on your first turn, but only if you cast Glacial Quake ability before moving or taking any other action or bonus action on that turn.
Strongest at your weakest
By 18th level, your resolve allows you to strike back even harder after you take a devastating blow, rather than be knocked back on your heels. If a hostile creature reduces your hp by 2x your level, you can choose to grant yourself either a bonus to hit on the first attack roll you make before the end of your next turn, or a bonus to the DC of the first saving throw you cause a creature to make before the end of your next turn. The bonus for either of these is equal to your Constitution modifier.
Master of Stasis
At 20th level, your upwelling power surges at the ready as easily as you flex your fist. Your Glacial Quake now charges on a short rest.
Additional class features
- Frozen - Creatures are incapacitated and them must make a str save against your DC to break free at the end of their turn doing so causes the creature to take 1d6 cold damage and 1d6 piercing. After taking 10hp of damage from any source this breaks the frozen and you take the cold and piercing damage.
- Slow - An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
- These affects ally's also.
Multiclassing
Prerequisites. To qualify for multiclassing into the Stasis Titan class, you must meet these prerequisites: 16 Str or Dex
Proficiencies. When you multiclass into the Stasis Titan class, you gain the following proficiencies: Heavy Armor, Firearms or Martial Weapons.
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