Subclasses- Heroes of Tristram

by MSmallwood

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Heroes of Tristram

The Haunted Caster

A mysterious hero tasked with clearing dark lands of unspeakable evil no matter the cost. A caster who has adapted the weaving of their magic to ward off the hordes of monsters and demons scouring the countryside.

The Haunted Caster is a wizard who has delved into the countless levels of evil filled catacombs and crypts and suffered a stain on their soul from their time there. This stain is reflected in how the caster channels their magical energy.

Bone Armor

  • At level 2 the caster learns a specialized version of The Mage Armor spell that doesn't count against their number of prepared spells. They may cast it this way once per long rest without expending a slot.

*The Bone Armor has the appearance of a skeletal carapace about the caster and provides AC equal to 13 plus the caster's spell modifier.

  • The caster can use their reaction a number of times equal to their proficiency bonus to create a death nova from the armor as necrotic energy floods the area in a 10ft radius. This attack causes 2d4 necrotic damage to any creature in the area other than the caster (A Constitution save at the wizard's spell DC will half this damage.)
  • The caster may expend a spell slot to increase the range of the death nova by 5ft and the damage by an additional d4 of necrotic damage for each level of slot expended up to a maximum of 8d4.

Minion of Bone

At 6th level the caster has learned how to draw forth the spirits of the dead through the bone armor they wear.

  • If a creature other than a construct dies within 30 feet of the caster they may use their reaction to summon a Skeletal Knight from the bone armor to aid them for one hour. They may only have one Skeletal Knight at a time. (They can do this a number of times equal to their spell modifier.)
  • The caster can control the knight through mental commands and concentration isn't required. The knight can be directed to follow simple commands as a bonus action and has the same stats as a skeleton from the Monstrous Manual. With the exception the Skeletal Knight gains additional hp equal to twice the caster's level and when it dies its explodes into bone shards for 2d6+ Spell modifier of magical piercing damage to any creature within 10ft. (A Dex Save at the casters spell save will half this damage.) The Caster's Skeletal Knights can't be turned and can never be commanded to harm them and are immune to the damage of Death Nova.

Undead Army

At level 10 the caster's mastery with the bone armor has given their minion of bone the ability to summon a second Skeletal Knight as part of the same reaction. Both knights can be controlled with a bonus action and the Knights now gain a bonus to attack and damage rolls equal to the caster's spell modifier. Against fey, fiends, and undead this modifier is doubled. The attacks of the knights now count as magical for the purpose of overcoming resistance.

  • The Bone Armor's death gains an additional five feet of range and can now once per long rest reduce damage taken by the caster from an attack or spell equal to the damage dice roll of the nova. This damage will also heal the Skeletal Knights an amount equal to the damage if they are within the area of effect. The bone armor now grants an additional +2 to ac making the base 15 for the caster.

Master of Bone

At level 14 the caster has learned how to master the necrotic armor they wear. Because of this they can now summon an additional Skeletal Knight allowing them to have three knights under their control when using minion of bone. The caster is now also immune to the piercing damage of the knights exploding.

  • Undead (other than the knights), fiends, celestials, and fey caught in the Death Nova now have their movement reduced by 10 ft and must roll a Con save with dc equal to your spell save or suffer necrotic damage at the start of their turn equal to half the total.

Barbarian: Path of Arreat

The ancient defenders of the sacred the mountain and the coveted WorldStone. The warriors here can trace their bloodline all the way back to the greatest of legends. Long have the people of the Arreat fought the evils of the underworld and never have they been broken.

War Cry

At level 3 when you enter a rage you can release a powerful cry, almost like a roar that summons the very thunder from the high peaks to echo down towards your foes. The roar can be either a 5 by 30 foot line, a 15ft cone, or all creatures within 5 feet of the you. The roar deals 2d6 thunder damage and a Constitution Save reduces the damage to half. The DC is your Con modifier plus your proficiency bonus added to 8.

  • The damage goes up 3d6 at level 6, 4d6 at level 11, and 5d6 at level 17.

Leaping Blow

At level 6 if you reduce a creature to zero hit points who has been damaged by your War Cry you can use your bonus action to dash without provoking an opportunity attack and make an additional melee attack. If successful this attack deals an extra 2d6 of thunder damage. The target must then make a strength save versus your war cry or be knocked prone. You may do this a number of times equal to your Constitution modifier (minimum of 1) and regain all uses after a long rest.

*This additional thunder damage goes up to 3d6 at level 12.

Baal's Lament

At level 10 When taking damage from a melee attack you can use your reaction to release a focused War Cry. This direct shout targets one creature within 5 feet and deals 2d6 thunder damage plus your Constitution modifier. A successful Con save will reduce the damage to half. You can do this a number of times equal to your constitution modifier and regain all uses after a long rest.

  • The damage from your shout can no longer be resisted.

A Shout to rattle the realms.

At level 14 your shout has become an earth shattering cry of unfettered rage. Those who hear it are often never the same again.

Any creature failing their saving throw against your War Cry are subjected to one of the effects listed below as chosen by you. You may only choose one effect at a time. The shout and its damage now also effects only creatures of your choosing.

  • Creatures are deafened, and frightened of you until the end of your next turn.
  • You can use your reaction to force a single creature to move half its movement and make an attack against another creature within range. If successful this attack deals an additional 2d6 thunder damage. If they are immune to charm they are immune to this effect.
  • Their movement is reduced by 10 feet and they cannot take reactions until the end of your next turn.
  • They suffer a -2 penalty to all damage rolls (can be reduced to zero) and must minus a d6 from any attack roll not directed at you until the end of their next turn.

Blood Hunter: The Order of Unformed Land

Masked and mysterious witchdoctors of Umbaru these figures wield powerful curses and the very dead themselves against their foes. Some say theirs is the blood of the land and that this grants them terrible blood magic.

When choosing this order at level 3 the hunter gains an additional use of their blood maledict feature and their curses can target any creature regardless of if they have blood.

You also learn The Rite of the Poison Dart. When active the rite grants.

  • Your rite damage becomes poison damage and can be place on ranged weapons.
  • As a bonus action you can use one use of your blood maledict feature and any creature damaged by your rite infused weapon this round suffers poison damage at the start of their turn equal to your Proficiency bonus. The effects last for one minute but the creature can make a constitution save the end of each of their turns to end the effects.

You also learn the Curse: Grasp of the Undead. This doesn't count against your total number of known curses.

Grasp of the Undead:

As a bonus action you can raise an army of vengeful spirits to lash out at a foe within 10 feet. Until the end of your next turn any time the cursed creature strikes you with a melee attack it suffers necrotic damage equal to your Proficiency bonus.

Amplify: The effects last for one minute and the damage is doubled but a Wisdom save at the end of the target's turn can end the curse early.

Speaker of Curses:

At level 7th you can now use your reaction to force a creature affected by one of your curses or brand and creatures of your choosing within 5 feet of it to roll a con save or suffer damage equal to one roll of your active rite damage. You can do this a number of times equal to your intelligence modifier per long rest.
The hunter also gains an additional use of their blood maledict feature.

Brand of The Hallowed One

At 11th level creatures now wear your brand like a mark on their soul. Those cursed by your brand lose any resistances to the damage of your attacks. Immunity now also only becomes resistance. They also cannot critically wound you. Critical hits become normal attacks against you from branded creatures.

The Curse of The Ghost Trance:

At 15th level the Hunter learns the Curse of The Ghost Trance. This doesn't count against their total number of curses.

The Curse of the Ghost Trance:

As an action you reveal the horrors of the angered spirit world to all hostile creatures within 30 feet. These creatures must make a wisdom save or use their reactions to drop what they're holding and move as quickly as possible away from you and be frightened until the end of their next turn.

Amplify: The effects last for one minute. A wisdom save at the end of their turn ends the affects early.

Vengeance of the Unformed Land.

At level 18th you are a living conduit for the land and the magic coursing through it. Now if you begin an initiative without a use of your blood maledict you regain one. The hunter also can subtract a d4 from the damage done to them by amplified curses to a minimum of zero.

The hunter may now once per turn sacrifice a use of their blood maledict feature to make a additional weapon attack as part of their attack action. Until the end of the hunter's next turn a creature struck by this extra attack subtracts a d4 from their next save against a curse, or against ending a curse.

The hunter can use their reaction to expend a use of their blood maledict to add a bonus to the death save roll of a creature within 30 feet equal to a roll of the hunter's hemocraft dice. If this bonus dice takes the save to a 20 or more then the roll is treated as if a a natural 20 was rolled.

  • You now gain advantage on attacks rolls against creatures under the effects of one of your curses or brand.

Background Heroes of Tristram

Long have the people of Tristram suffered under demonic influence. This has instilled in them a desire to rise up against the threats from the heavens above or the dangers of the hells above. In their very blood flows a willingness to be the single light in the darkness of oblivion.

  • Gain the feat: Life Tap
  • Proficiency in survival and perception and can speak one additional language.
  • Start with 8 gp and a trinket from the days before Tristam fell (a cursed coin that can not be spent and always returns to you. A small child's crutch, a page from the diary of Deckard Cain, a strange shard of glass that reflects a world ruled by demonic cows.)

Life Tap:

Once per long rest the hero may add their proficiency bonus to a single melee or spell attack and damage roll.

This attack can also return either: A single Ki point, a Sorcery point, a Spell Slot, a use of Rage, a Blood Maledict, or heal the hero a d6 plus double their proficiency bonus.

Notes

Created by MSmallwood based on characters in the Diablo game.