Shambali (5e Class)

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Shambali


True self is without form

Years ago, a group of monks of all temples and following went into the mountains to train. They trained hard, so hard, in fact, that they were no longer tethered to this word. many of them no longer walk on the ground, preferring instead to levitate, Others move as swiftly as the wind, those who are left stand stalwart as a mountain.

Creating a Shambali

Quick Build

You can make a Shambali quickly by following these suggestions. First, choose what path you want to take, that should be your highest ability score, followed by constitution. Second, choose the accolyte or hermit background. Third, choose light armor and martial weapons. Shambali tend to be either lawful or nutral good

Class Features

As a Shambali you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: martial meelee, martial ranged, simple
Tools: alchemist tools
Saving Throws: wisdom, charisma
Skills: medicine, religion

Equipment

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

  • (a) Basic robes or (b) Hooded cloak
  • (a) Priest's Pack or (b) Diplomat's Pack
  • (a) Simple melee weapon or (b) martial melee weapon
  • (a) simple ranged weapon or (b) martial ranged weapon

Table: The Shambali

LevelProficiency
Bonus
Features
1st+2Iniate training
2nd+2Archetype, Archetype feature
3rd+2Orb of Destruction
4th+2Ability Score Improvement
5th+3Archetype feature
6th+3Extra Attack
7th+3Archetype feature
8th+3Ability Score Improvement
9th+4Archetype feature
10th+4Greater Orb of Destruction
11th+4Archetype feature
12th+4Ability Score Improvement
13th+5Improved trancendance
14th+5Archetype feature
15th+5Extra Attack
16th+5Ability Score Improvement
17th+6Extra Attack
18th+6Archetype feature
19th+6Ability Score Improvement
20th+6Truth of self

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.

Initiate Training

add 1 to either your wisdom, dexterity, or strength modifier.

Orb of Destruction

starting at level 4, as an attack action, you can cast magic missile once, but you get no attack action on your next turn.

greater orb of destruction

Starting at level 10, you can cast magic missile Without losing your next attack

Truth of Self

Upon reaching level 20, your soul is no longer bound by death. Upon the death of your body, your soul may enter a suitable vessel if there is one nearby (i.e. unoccupied golem, thurible, or anything else the DM decides is suitable). Once a suitable body is found, it will be transformed into a level 5* Shambali body of the same path you took, the base stats of the new body do not change.

  • level 5 is merely a recommendation, the decision of what level to take on and what makes a suitable vessel/body is ultimately up to the DM.

Path of Heaven

Aid your allies in battle

respect:

you can expect hospitality at temples to gods of order and harmony, you and your party receive free room and board at temples to gods of order.

Harmony orb:

Starting at level 2, up to your wisdom modifier times per day, as a bonus action target creature within 30 feet that you can see heals for 1d4 hit points every round for 1d4 rounds or until it dies/goes unconscious, you die/go unconscious, you lose line of sight, or you dispel it using a bonus action. You may only have one of these active at a time

Disharmony orb:

Starting at level 5, up to your wisdom modifier times per day, as a bonus action target creature within 30 feet takes an additional 1d4 magic damage every time it takes damage until it dies/goes unconscious, you die/go unconscious, you lose line of sight, or you dispel it using a bonus action. You may only have one of these active at a time.

Trained in Balance:

Starting at level 7, you add your proficiency modifier to healing done by Harmony orb and damage done by Disharmony orb.

Walk in Balance:

Starting at level 9, remove the requirement for line of sight after initial casting Harmony orb or Disharmony orb.

Transcendence

Starting at level 11, for the cost of all remaining charges of both Harmony and Disharmony orbs, you become invulnerable to damage and allies within 30 feet heal for 1d4 health per turn for 1d4 rounds. While active, you can move and be moved, but cannot attack.

Light hearted:

Starting at level 14, you begin floating above the ground with no change in your movement speed and are considered to be permanently under the effects of the feather fall spell. You can only float up to 3 feet above a solid surface that can be walked on.

True Harmony

Starting at level 18, Harmony orb improvements have no extra cost

Path of Wind

Respect

Starting at level 2, you can expect hospitality at temples to gods of thieves, tricksters, and travelers, you and your party receive free room and board at temples to gods of thieves, tricksters, and travelers.

Double Jump:

Starting at level 5, while in the air, you may perform a standing high jump.

Swift Strike:

Starting at level 7, up to your Acrobatics modifier times per long or short rest, you may dash forward a distance of up to your movement speed, striking a creature

Deflect

starting at level 11, up to your Dexterity modifier times per long or short rest, as a reaction, you may make a dexterity save to deflect a projectile attack targeting you using your melee weapon.

  • on critical pass, deal the damage you would have taken to a target of your choice.
  • on pass, deal the damage you would have taken to the origin of the attack.
  • on fail you take the damage
  • on critical fail, your melee weapon is knocked out of your hand and you take the damage
Agility Training

Starting at level 14, your jump height is doubled, your movement speed is increased by 25% and you may climb a vertical surface a distance of 25% of your movement speed before needing a hand or foot hold. you may leap off of vertical surfaces.

Wind Blade

Starting at level 18, up to your dexterity modifier times per long rest, as a bonus action, you can coat your blade in cutting winds, causing it to deal an extra 2d8 slashing damage for the next 1d6 turns does not stack.

Path of Earth

Deal lots of damage

Respect

Starting at level 2, you can expect hospitality at temples to gods of war, you and your party receive free room and board at temples to gods of war.

Strength training

Starting at level 5, you can add your strength modifier to strength based attacks twice.

Quake

Starting at level 7, up to your Strength modifier times per long rest, as an attack action, you can slam your weapon into the ground causing creatures within an x radius to make a strength save. if they fail they are knocked prone for your strength modifier rounds.

  • x=10 ft for one handed weapons
  • x=15 ft for two handed weapons
Pin

Starting at level 11, as an attack action, you can pin a creature to a flat surface for 1d4 rounds. The target must make a strength save at the beginning of its turn in order to break free early. You cannot attack while you have a target pinned. Pinned targets cannot attack unless they break free. Pinned enemies cannot move.

Rooted

Starting at level 14, you cannot be moved through mundane means by creatures of the same size as you with a lower strength stat or by creatures of smaller size than you.

Followup

Starting at level 18, for every melee attack you make that connects, you can make an offhanded attack on the same target without rolling to hit.

Multiclassing


Prerequisites. To qualify for multiclassing into the Shambali class, you must meet these prerequisites: Strength of at least 15 f Proficiencies. When you multiclass into the Shambali class, you gain the following proficiencies: Martial Weapons, religion.



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