Otherworld Apostle (5e Class)

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What lies within is often unseen.
Art by user vinhnyu on Pixiv, edited by Max7238.

Otherworld Apostle

Since you were a child, you can vaguely recall a dream that has visited you. This recurring story in your mind may go years without an installment, but somehow it has always felt more real than any other dream. More recently, you've noticed this dream is becoming reality; the setting is different, the enemy more real, but your power is the same. What the source of this power is, you are not sure, but as it continued to grow, you decided to begin training yourself in its use.

A Dream Unlike Any Other

Many children dream of heroism, grand adventures, vanquishing foes, and seeing incredible and fantastical sights. For you, these dreams have felt like a second life you've lived - as though you have only seen another side of yourself when you closed your eyes. Your dreams may be different from others, but surely they are dreams. Impossible landscapes or geography, odd rules of physics or magic, creatures born of a child's imagination that lacks the boundaries experience will set; the lands of your mind are your own... Only, you've begun to grow into the person you dreamt to be. In flashes, bare instants, you've seen that you are capable of the same things awake as you are asleep. Perhaps you've called a small object to your hand from across a room, or you've nearly fallen and your body righted itself before you realized. The person you are in your dreams has begun to overtake you, and suddenly you can remember this recurring dream in vivid detail.

Creating an Otherworld Apostle

When creating an otherworld apostle, consider the dream you wish your character to embody. Are they a great hero drawing power from the stars, or a brutal warrior who slays others like them? Is their world like yours, or is it full of layers within your dreams that make no sense at all? What has been the goal of your dreams? Who was your enemy and how did you fight or escape them? Do you think this world in your mind is real, and what would it mean for the other planes if it was?

Quick Build

To quickly create an otherworld apostle, first make Wisdom your highest ability score, followed by Strength. Next, choose the Folk Hero background.

Class Features

As a Otherworld Apostle, you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: none
Tools: Two of your choice
Saving Throws: Strength, Wisdom
Skills: Choose from Athletics, Arcana, Perception, Insight, Survival, Performance.

Equipment

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

  • A set of clothes you've made that mirrors your dream self.
  • An Explorer's Pack
  • Your choice of Leather armor or a Chain Shirt, which you incorporate into your outfit.


The Otherworld Apostle

Level Proficiency
Bonus
Features Dream Strike
1st +2 Otherworldly Weapon, Waking Mission -
2nd +2 Dreamlike Body, Tool Expertise -
3rd +2 Dream Strike, Waking Mission 1d6
4th +2 Ability Score Increase 1d6
5th +3 Extra Attack, Dreamlike Body 2d6
6th +3 Chimera 2d6
7th +3 Heroic Agility 3d6
8th +3 Ability Score Increase 3d6
9th +4 Waking Mission 4d6
10th +4 Dreamlike Body 4d6
11th +4 Athwart Nightmares 5d6
12th +4 Ability Score Increase 5d6
13th +5 Sleepwalker 6d6
14th +5 Waking Mission 6d6
15th +5 Dreamlike Body 7d6
16th +5 Ability Score Increase 7d6
17th +6 Waking Mission 8d6
18th +6 Ability Score Increase 8d6
19th +6 When Needed Most 9d6
20th +6 Dreamlike Body, The Otherworld 9d6

Otherworldly Weapon

At 1st level, you gain the ability to summon the weapon of your other self. You are proficient with this weapon, and it is bound to you. If you are disarmed or lose it, you can use a bonus action to call it to your hands. You may choose for it to deal one type of damage from either bludgeoning, piercing, or slashing. You choose one of the following options for this feature:

  • A ranged weapon with a size and shape of your choosing. If you consider it small, it has the Light property and holds six shots, a range of 80/320, and deals 1d6 damage. If you consider it large, it has the Two-handed property and holds two shots, a range of 150/300, and deals 1d12 damage. These ranged weapons must be reloaded as a bonus action, and you create 24 counts of ammunition when you finish a short or long rest, to a maximum of 48. The ammunition only works for your weapon and fades to nothing once it is used or otherwise leaves your possession.
  • A melee weapon with a size and shape of your choosing. If you consider it small, it has the Light property and deals 1d6 damage. If you consider it large, it has the Two-handed property and deals 1d12 damage. You may wield two of a small melee weapon. If it is a long weapon, it has the Two-handed and Reach properties and deals 1d10 damage.
  • A melee weapon and a shield with a size and shape of your choosing. You are proficient with this shield, as you are with the weapon, and it is bound to you like the weapon. This weapon has the Versatile property and deals 1d8 damage in one hand or 1d10 in two hands.
  • A creation of your choice, which you should consult with your DM. Create the weapon and apply any pertinent weapon properties.

Waking Mission

Also at 1st level, you must choose a Waking Mission, which are described at the end of this class. They are Sentinel, Master, Warrior, Disruptor, Watcher, and Broken. Your choice grants you features at 1st level, then again at 3rd, 9th, 14th, and 17th level.

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses tool proficiencies granted by this class.

Dreamlike Body

At 2nd level, you gain one of the supernatural abilities of your dream self. You gain additional abilities at 5th, 10th, 15th, and 20th level. Choose one from the below at 2nd level:

  • Your body grows stronger, enhancing your carry weight by 100lbs. This carry weight is not doubled by racial features or size changes; it is applied after other bonuses.
  • Your ability to see in the dark expands. You gain Darkvision out to 30 feet; you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already had Darkvision before this choice, its range increases by 30 feet.
  • You gain the ability to breathe water as well as air.
  • You learn to use the Light cantrip.

Dream Strike

At 3rd level, the power of The Otherworld can lend you strength. You can use an action to execute a powerful attack that deals an extra 1d6 damage of your weapon's damage type to one creature you hit with an attack with your Otherworldly Weapon. In order to do this, you either need advantage on the attack or there must be another, conscious enemy of your target within 5 feet of it.

This attack requires more focus than normal; it replaces the Attack action should you choose to use it. When you reach 5th level and gain the Extra Attack feature, it does not apply to your Dream Strike.

The amount of the extra damage increases as you gain levels in this class, as shown in the Dream Strike column of The Otherworld Apostle table.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 18th 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.

Dreamlike Body Addition

At 5th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:

  • You can understand any creature that speaks to you, and any creature that speaks a language can understand what you say.
  • Creatures within 30 feet of you, when you are in bright light, cannot be invisible. This does not end the source of the invisibility, only pauses the effect.
  • You gain a swim speed OR climb speed equal to your walking speed
  • You can cast the Detect Magic spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Chimera

At 6th level, a manifestation from The Otherworld appears to transport and serve you. Select a Large beast-type creature with a challenge rating of 2 or less. Your Chimera uses that beast's game statistics, but has any appearance you like, bearing the following in mind:

  • It is a construct-type creature or a fey-type creature, as appropriate for the appearance you select.
  • It is immune to the charmed and poisoned conditions, as well as poison damage.
  • it understands the languages you can speak when it appears to you, but it cannot speak.

The Chimera obeys your direct orders, and rolls its own initiative in combat if you are not mounted on it. If the Chimera is reduced to 0 hit points, it vanishes, and it will not reappear for 1d10 days.

Heroic Agility

At 7th level, you gain proficiency in the Acrobatics skill. Additionally, you automatically succeed on Dexterity (Acrobatics) skill checks with a DC equal to or less than: 8 + your proficiency + your Strength modifier.

Dreamlike Body Addition

At 10th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:

  • You can cup your hands and they fill with clean water at will. Once you begin, you can part your hands slightly to let the water flow out, as if from the mouth of a small fountain.
  • A mark appears on your body. You can choose a cantrip that requires you to make a ranged or melee spell attack from any spell list, which projects from this mark when you cast it. Wisdom is your spellcasting modifier for its use.
  • You can cast the Scrying spell once, targeting a location only, using your bound weapon as your focus. Once you do so, you must complete a long rest before you can again.
  • You can cast the Knock spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Athwart Nightmares

Beginning at 11th level, the unfailing hand of your dreams guides you always. Whenever you make an ability check that lets you add your proficiency, you can treat a d20 roll of 9 or lower as a 10. Your Heroic Agility also improves to include checks with a DC of 10 + your proficiency + your Strength modifier.

Sleepwalker

At 13th level, you gain the ability to use the Dream spell, with yourself acting as messenger. If the target is awake, you can still deliver a message of no more than ten words as your form flashes before the target's eyes. When you use the spell with this feature, you cannot make the vision threatening to the target or deal any damage with it. Once you cast the spell, you must complete a long rest before you can do so again.

Dreamlike Body Addition

At 15th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:

  • Your jump distance is tripled, and you have resistance to falling damage.
  • You gain proficiency in the Investigation skill. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
  • You can use your reaction to gain resistance to force damage and immunity to damage from the Magic Missile spell until the end of your next turn. Once you do so, you cannot again until you roll initiative at the start of combat.
  • You can cast the Disguise Self spell a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.

When Needed Most

By 19th level, you have become so close to your other self that your life force is joined with them. When you are below half your maximum hit points, but you are not unconscious, paralyzed, charmed, or petrified, you regain hit points equal to your Constitution modifier at the start of each of your turns. While you are in this state, your open wounds give off a very faint light in a color of your choosing.
With this faint regenerative effect, you are now also able to Dash indefinitely without becoming exhausted.

Dreamlike Body Addition

At 20th level, you choose one of the following abilities to inherit from your other self, in continuation of your Dreamlike Body feature:

  • You gain proficiency in all saving throws.
  • You gain a flying speed equal to your walking speed.
  • Your walking speed increases by 15 feet.
  • You can use your reaction to gain resistance to all damage until the end of your next turn. You must complete a short rest before you can do so again.

The Otherworld

At last, at 20th level, you solidify your connection to the land of your dreams. You gain a special casting of the Gate spell. The portal you open leads to the world you've always dreamed of, the source of all your power. Creatures from The Otherworld cannot cross into any other plane through the portal, but creatures from other planes can go to The Otherworld. The sole exception is your other self, who can only cross into another plane through a portal you have summoned with this feature. This other self has statistics identical to yours, but is under the control of the DM. Your other self is free thinking and is not bound to you in any way; they may leave, attack you, or help as they see fit.
Once you use this feature, you cannot do so again until you complete a long rest or you are no longer exhausted, whichever is longer.

  • The Otherworld is a plane almost completely separated from reality; no creature but one with this feature can access it, even deities - including those who watch over the dreams of creatures.
  • While you are in The Otherworld, your regeneration from the When Needed Most feature applies at all times, not just when you are below half your hit point maximum.
  • If you or any other creature travels to The Otherworld through your portal, the foreign creature can remain there until they either begin a long rest or gain a level of exhaustion, at which time they return to the spot where your portal had opened and fade from The Otherworld until you summon another portal.
  • If your other self crosses into another plane through your portal, they can remain there until they begin a long rest or gain a level of exhaustion. They cannot cross through a portal you create while they are still exhausted.
  • If a creature from The Otherworld dies in another plane, their soul returns to The Otherworld immediately. This soul cannot be targeted by Soul Cage or any similar effect.
  • If a creature from another plane dies in The Otherworld, their soul is trapped there until it is either destroyed by an effect or returned to a container of some kind and transported out.


Waking Missions

Your Waking Mission speaks to the truest form of yourself - the dream you have made a reality. Each choice will help further define you, and bring you closer to The Otherworld you have seen. Your choice grants you features at 1st level, then again at 3rd, 9th, 14th, and 17th level.

Sentinel

The world of your dreams is filled with combat and pain, but your other self is strong and resilient. You have dreamt, many times, of battles fought and won - or lost. Through it all, your other self had a goal to fulfill you never completely understood, but you always felt their unfailing determination and drive to succeed. Ultimately, you had the feeling that your other self fought to defend or save something or someone, and you feel compelled to do the same.

Steadfast Flame

At 1st level, a part of your body, such as an arm or eye, is affected by the Continual Flame spell. It cannot be dispelled by any effect other than one originating from The Otherworld, but it also sheds no light - in darkness, it is visible, but it does not illuminate anything but you. While the flame is uncovered, you can reroll any saving throw you have failed versus the frightened condition at the start of each of your turns unless the effect causing it already allows you to do so.

Silent Demand

Beginning at 3rd level, you gain the ability to cast the spell Compelled Duel without a verbal component a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.

Armed And Ready

When you reach 9th level, you construct an additional Otherworldly Weapon. It must be of a different type from your original weapon; if you made a ranged weapon, this one must be melee, for example.

Guiding Star

At 14th level, you can cast Locate Creature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Feel No Pain

At 17th level, you are immune to the effects of the Power Word Stun spell, and have advantage on saving throws versus the stunned condition.


Master

Your other self was a great and powerful ruler. Sovereign of all things, living and dead, and protector of their domain and loyal subjects. Guarded by trusted allies, they made the hard decisions, and you feel the weight of their station on your shoulders - as if their well-being relies upon you, just as their kingdom relies on them. You can leverage their voice and immense presence to do great things, to claim a measure of your own in your world and exemplify great leadership.

Despot's Gaze

At 1st level, you gain the ability to cast the spell Command a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Wisdom is your spellcasting modifier for its use.

Discerning Eye

When you reach 3rd level, you inherit your other self's caution and ability to see the bigger picture. You gain proficiency in the History skill, and you know when an object was made for war, even if that purpose was intended to be hidden. Perhaps the weight of a cane is off, hiding a sword; you see the specks of soot in a lion's mouth, betraying the hidden flame trap within. Through this feature, the DM may choose to enlighten you to details that would otherwise require an Investigation or Perception check, as they deem appropriate.

Abundance of Counsel

At 9th level, another Chimera, identical to the first, appears to you. Both your Chimera are linked, gaining resistance to all damage but each taking the same damage the other does, regardless of distance. If one dies, the other does as well. They reappear together as normal, in 1d10 days.

The Royal Scepter

At 14th level, you receive an improved Otherworldly Weapon in addition to the one you already own. This weapon has the Two-handed and Reach properties, deals 1d10 of either bludgeoning, piercing, or slashing damage, and you are proficient in its use. This weapon counts as magical for the purpose of overcoming resistances, and takes the shape of either your other self's signature weapon or a sort of war banner with their flag or symbol on it. While you wield this weapon, you can use your reaction to add your proficiency to your AC versus a single attack, attempting to deflect it with grace and power.

Death's Master

At 17th level, when you are reduced to 0 hit points, your other self may possess your body. If you choose to allow this, your other self will control you and fight in your place as you die. While you are in this state, you must still make death saving throws as normal, but you gain 45 temporary hit points. Furthermore, if your temporary hit points are exhausted before you succeed on three death saving throws or regain at least 1 hit point, you die and your other self's consciousness returns to The Otherworld forever.

Warrior

Your other self was a loyal knight or famed gladiator - a storied savant of combat prowess and grit. What your other self had, they earned through strength, skill, or merit of their own. You remember the drive to win, the climb to fame and recognition, and the power that followed. Your other self lends you a stern resolve, a steady hand in crisis, and a presence that draws every eye. Whether with flare or grace, force or flow, you have what it takes to forge your own path.

Stand Strong or Go Home

At 1st level, you learn to flaunt your strength before the enemy. As a bonus action, you choose a creature within 20 feet of you. The creature must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency + your Wisdom modifier. On a failed save, the target is frightened of you for one minute, and you have +2 to melee attack rolls against it. The creature can reroll the saving throw at the end of each of its turns. On a successful save, it gains temporary hit points equal to the save DC, and its next attack against you has advantage until the end of its next turn. A creature that succeeds cannot be affected by this feature again for eight hours.

Gladiator's Finesse

At 3rd level, you can use a bonus action to execute an unconventional melee attack. Perhaps you kick, bash with your shield or the butt of your staff or pommel of your sword. However you strike, you are proficient with this attack and it deals 1d6 + your strength modifier in bludgeoning damage. Creatures struck by this attack have -2 to their attacks versus any target other than you.
At 9th level, you can use this attack as a reaction to a creature within 5 feet of you targeting a creature other than you with an attack and, on a successful hit, your target has disadvantage on the attack that triggered this reaction.

Chariot

At 9th level, your Chimera's walking speed cannot be lower than 60 feet while you are mounted on it. You have advantage on checks to remain mounted on your Chimera, and you land upright if you fall 10 feet or less if you are dismounted. While you are mounted, you have +2 to melee attacks against unmounted targets.

Amalgam

At 14th level, you can choose to become one with your Chimera with a ritual you perform over the course of an hour, during a short or long rest. At the end of the rest, you inherit your Chimera's walking speed if it is higher than yours, and you gain temporary hit points equal to its hit point maximum. Your form changes to accommodate new physical features reminiscent of your Chimera, and you retain the bonus you would have to your melee attacks as if you were mounted on it. This transformation is undone if you begin another short or long rest. Once you use this feature, you cannot do so again until you complete a long rest.

The Reversal

At 17th level, you can grant yourself advantage on melee attacks you make on your turn in exchange for your enemies also gaining advantage against you until the start of your next turn. If you hit a creature that is frightened, but you are not using your Dream Strike, you deal additional damage of the weapon's type equal to your level in this class.


Disruptor

These other dreamers, they have all appeared misguided to you - missing the forest for the trees. You have always known of The Otherworld, since the first dream of it you had, and you are much more in tune with your alternate half. As a result, you are able to upset balance and change the course of conflicts in accordance with your own goals, leveraging your own plane and the world of your dreams to bring these plans to fruition. Your ability to blur the line between dreams and reality, between The Otherworld and the rest of the planes, is your true strength.

Marbled Pillars

At 1st level, you are already aware that The Otherworld truly exists. You are also aware of the many parallels between the Material plane and The Otherworld. When a creature forces you to make a saving throw, you can use your reaction to cause your other self to engage theirs in combat - unbeknownst to any creature that does not also have this feature. The creature takes psychic damage equal to your level in this class.

Poison-tongued Counselor

Beginning at 3rd level, you gain proficiency with either Persuasion or Deception. If you speak alone with a creature, add double your proficiency to checks made with your chosen skill from this feature, as your other self places pressure on theirs.

Cultivate Nightmares

At 9th level, you obtain a special item, passed to you from your other self. Its shape is as you choose, but it passes an ash-filled water. As an action, you fling the water in an arc along the ground within 20 feet of you. A number of nightmare shades equal to your proficiency appear as figures shadowed by robes. Using a bonus action, as long as a shade remains, you may command the shades to approach a chosen creature and attack them.
The shades make only one attack each, adding your proficiency and Wisdom modifier to their attack rolls, and have a movement speed of 20 feet. On a successful hit, they deal psychic damage equal to your Wisdom modifier. If they are attacked, their AC is 16, they have hit points equal to your Wisdom modifier multiplied by your proficiency, and they are vulnerable to psychic damage themselves. When a shade's hit points are exhausted, they vanish.
Once you summon these shades, you cannot do so again until you finish a long rest.

Unsettling Phantasm

When you reach 14th level, you can cast the Scrying spell once, targeting a location only, using your bound weapon as your focus. If you already have the ability to do so through your Dreamlike Body feature, this feature instead grants you the ability to use the Hunter's Mark spell once. The extra damage you deal when using Hunter's Mark with this feature is psychic damage. Once you use this feature, casting either spell with it, you must complete a long rest before you can again.
If a creature can see your Scrying sensor, they see an image of one of your eyes instead. A creature affected by your Hunter's Mark will perceive an image of your eye periodically in their environment, such as projected on the sky or from a deep shadow they look into.

Elder Dreamer

At 17th level, your other self gains the ability to replace you for a moment in time. At the start of your turn, you can choose to be replaced by your other self. They have the same statistics as you do, and arrive under your direct control. They appear with all their hit points, as if they were waiting for the moment, but they cannot use any ability for which you have expended all uses; the power you always wield is also their power, but your injuries are not theirs. In return, you are sent to The Otherworld, to a safe location. Your alternate self can replace you for up to three of your turns, after which you snap back at the start of your following turn. For every turn your other self has spent on another plane, they cannot return for the same number of days.
Take care; this feature does not negate or pause the duration of any condition or spell you were under at the moment you were replaced. You must continue to make saving throws, or you continue losing or gaining hit points, as if you were still in your original plane. The respite comes at the cost of your other self's safety, as well; it is possible for them to die in your place if you do this carelessly. If that comes to pass, you lose all features granted by the Otherworld Apostle class unless your other self is somehow returned to life, not undeath.


Watcher

The Sentinel, the Master, the Warrior, the Disruptor; your other self has seen them all. In your dreams, you were the outsider, the one who witnessed more than acted. As your dreams visited you over the years, in time you were drawn into The Otherworld yourself. When you replaced your other self, you found greater power than you ever imagined. When you choose this subclass, the version of you born in The Material plane travels to The Otherworld, and you assume control of your other self instead. This creature of dreams is still you - your in game statistics do not change - but they have their own personality, and they remember growing up in The Otherworld instead of your own plane.

Strength

At 1st level, you have an additional choice for your Otherworldly Weapon: your very fists. Features of your other self fuse with your body, granting you proficiency with unarmed attacks. You roll 1d6 and add your Strength modifier when determining the damage of a successful hit, and your Dream Strike does not require you to use any other weapon. This new power also gives you advantage on Strength checks made to push, pull, lift, or break objects.

Flick Of The Tail

At 3rd level, if you take the Attack action and make an unarmed attack, you can use a bonus action to make an additional unarmed attack.
In addition, the first time you strike a creature with an unarmed attack, you learn one of the following about it:

  • If its level or CR is higher or lower than yours.
  • If its Strength is higher or lower than yours.
  • If it knows of or has seen The Otherworld like you.

Dream Ender

At 9th level, you can choose to become one with your Chimera with a ritual you perform over the course of an hour, during a short or long rest. At the end of the rest, your Chimera relinquishes its form to give you greater power. The Chimera vanishes, and your Otherworldly Weapon attacks are greatly empowered as a result. A melee attack made with your Otherworldly Weapon deals 2d6 of its respective damage, while a ranged weapon deals 1d12 damage, as long as you aren't using your Dream Strike. This empowered state is very draining on you and only lasts up to one minute. It ends early if you are reduced to 0 hit points, and you must complete a long rest before you can use this feature again. As part of the same long rest, your Chimera returns to you.

An Eye Unseen

When you reach 14th level, you gain proficiency in the Stealth skill. While you are hidden, you may attempt to study a creature you can see clearly. Make an Insight check with a DC equal to the creature's level (or CR). On a success, you and one other creature you choose have advantage on your next attack against the target, and you learn one of the following:

  • The creature's current hit points.
  • The creature's type (such as fey, humanoid, etc.).
  • The creature's native plane.

Once you study a creature in this way, you must complete a short rest before you can do so again.

Both Halves

Beginning at 17th level, you learn to tap into a measure of your other self's power through your Chimera. As an action, you transform your Chimera into a destructive force that you direct. The Chimera vanishes, replaced with raw energy at your command. This stream of power deals either fire, cold, or lightning damage (you choose when you gain this feature). As part of the action that transforms your Chimera, make a ranged spell attack against a creature within 60 feet. A successful hit deals 5d10 of your chosen damage to the target as the energy collides with your target. You can use an action on subsequent turns to repeat this ranged spell attack a number of times equal to your Wisdom modifier, which is also your spellcasting ability for the use of this feature. Once you use this feature, you must complete a long rest to do so again. As part of the same long rest, your Chimera returns to you.


Broken

There is only you. Whether you are, yourself, from The Otherworld or not, you don't know. When you try to think of a time before your dreams - before your powers manifested - you can't remember anything. Nevertheless, The Otherworld has granted you power, transforming you into a waking nightmare. You dreamt not of someone else, nor a parallel to you, but of your own battles and hardship in a world removed from the one you now inhabit. Though your memories are faint, one strong impression remains: you were unmatched and feared in your dreams, and you are compelled to bring about the same in reality.

Chaotic Flame

At 1st level, a part of your body, such as an arm or eye, is affected by the Continual Flame spell. It cannot be dispelled by any effect other than one originating from The Otherworld, but it also sheds no light - in darkness, it is visible, but it does not illuminate anything but you. While the flame is uncovered, you can reroll any saving throw you have failed versus the frightened condition at the start of your turn unless the effect causing it already allows you to do so.

Overwhelming Emotion

Beginning at 3rd level, your power grows beyond what your body seems capable of. You can use the following maneuvers, and use superiority die to fuel them. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You can only use superiority die once per turn. You regain all of your superiority dice when you finish a short or a long rest. You gain another superiority die at 9th level and one more at 14th level.

Maneuvers
  • Excess Strength. When you make a melee weapon attack against a creature, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. This extra damage is psychic damage.
  • Falling Stars. When you make a ranged weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. On a successful hit with this maneuver, your weapon automatically reloads one shot.
  • Grotesque Lunge. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, add the superiority die to the attack's damage roll. The additional damage is psychic damage.
  • Crown of Thorns. When a creature within 5 feet of you deals damage to you, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Crippling Blast. When a creature is subject to an opportunity attack within your close range, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. Add the superiority die to the attack roll and, on a successful hit, reduce the creature's speed to 0 until the start of its next turn.
  • Aggressive Shot. When a creature moves from your close range to your long range, you can use your reaction and expend one superiority die. You can move up to your speed and make one ranged attack against the creature as part of the reaction, and add the superiority die to the attack's damage roll on a successful hit. This additional damage is psychic damage.


Disassociated Armaments

When you reach 9th level, you construct an additional Otherworldly Weapon. It must be of a different type from your original weapon; if you made a ranged weapon, this one must be melee, for example.
In addition, your superiority die turn into d10s. At 17th level, they turn into d12s.


A Mind In Dreams

Starting at 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.


Unending Chaos

At 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.


Multiclassing

Prerequisites. To qualify for multiclassing into the otherworld apostle class, you must meet these prerequisites: 13 Strength and Wisdom.

Proficiencies. When you multiclass into the otherworld apostle class, you gain the following proficiencies: Light and medium armor, and one tool of your choice.

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Back to Main Page5x5eClasses

AuthorMax7238 +
Canontrue +
FeaturesOtherworldly Weapon +
Hit Die1d 10 +
Identifier5e Class +
Length20 +
RatingUndiscussed +
SaveStrength + and Wisdom +
SkillAthletics +, Arcana +, Perception +, Insight +, Survival + and Performance +
SummaryYou've seen visions from another reality, and power from it has begun to manifest. +
TitleOtherworld Apostle +