Horde Starting at 1st level when you chose this class you unlock access to an ethereal space where you may keep items, weapons, armor, and money inside of, up to a limit of 100 lbs. You can store and withdraw any object from this magical space at will as a bonus action. Should you perish, all items within the ethereal space will be emptied in a thirty foot area around your body. This ethereal space grows larger as you level, being able to carry a greater weight of objects, increasing it's carry weight by 100 lbs every level. Subclass At 1st level you also get to chose your subclass, which will determine what your Horde is more or less used for. The choices are between the Treasury and the Armory. Hawk-eye At 2nd level a number of times equal to your wisdom modifier per long rest, you may chose a single creature without your sight and, as a bonus action, gain advantage to attack rolls made against that creature until the end of your turn. 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 score by 1. As normal, you can’t increase an ability score above 20 using this feature. Fighting style At 5th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapons in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-weapon Fighting When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. Great-Weapon Fighting When you roll a 1 or 2 on a damage die for an attack roll you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two handed or versatile property for you to gain this benefit. Extra attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class. Battlefield perception At 7th level you can take in the whole of the battle field around you in a single glance. Once per long rest, as an action and while in combat, you can take a moment to observe your surroundings and the battlefield around you, you gain advantage on saving throws from effects you can see for 30 seconds. This ability upgrades at 14th level to last for one minute. Fierce Gaze At 10th level you gain the ability to stop a creature in their tracks. Once per long rest, you can target a single creature you can look in the eyes of and give it a glare. The targeted creature must pass a DC 10+class level Cha check or become paralyzed for one minute or until the pass the check; getting to re-roll the save every six seconds or at the start of their next turn. This ability is further enhanced at level 15, allowing it to be used once per short rest. Graceful steps At 13th level, you have learned much in the ways of combat and are able to dance around any battlefield with graceful ease. Once per short rest you may move through an enemy's threatened area without provoking an attack of opportunity, you also gain +2 to your AC when fighting in one-on-one combat with a melee attacker. This ability improves at level 17, allowing you to move through any enemies threatened square without proving attack of opportunity regardless of short rest. Long live the Emperor When you reach 17th level, you can cling to life when you might otherwise perish. When making death saving throws, you may auto succeeded on any number of saves you desire, however for every save passed in this way, take one level of exhaustion upon waking up. Commanding word At 20th level, you gain a magical sigil on the palm of your dominant hand. When you touch a living creature and say the command word that creature is forced still and made to listen to a single command you give it, this command must be something that the target is physically capable of doing, otherwise it has no effect. When the command is placed the target can make a Charisma saving throw against your Charisma modifier +10, if they fail the check the command goes through and the mark on your hand appears on their body, if they pass the check they resist the command and are free. Any who wear your mark and go directly against the order they have been given take 10d8 Physic damage, this effect can only happen once per day. You may use this ability on any number of living creatures, however it is impossible to use this ability on any creature more then once in their lifetime. This mark, and the command attached to it, can only be removed if the creature fulfills the command it was given, dies, or if it is removed by a wish spell.
You start with the following equipment, in addition to the equipment granted by your background, 6dx10+100 GP, 1d10 simple weapons of your choice, 1 set of light armor
Treasury Gate of Babel At 1st level you have gained access to an extraordinarily destructive and radiantly beautiful ability. By mentally reaching into you’re treasury you can summon forth any weapon from within through a golden gate of Babel, with which you are always considered proficient, which will hover in the air anywhere within 30 feet of your body, this distance increases to 60 feet at 10th level. By making a ranged attack roll the chosen weapon(s) will lock onto their target and fire off at rapid speeds, on a hit the targeted creature takes damage equal to the weapons base damage + Dex. You can fire up to ½ your level weapons (No less than one) as a single action with a range of 50/150 feet at first level. The range of this ability improves to 100/300ft at 8th level, 150/450ft at 13th level, and 200/600ft at 20th level. At 10th level all weapons fired from the Gates of babel also deal an extra 1d6 + Cha radiant damage per weapon and any weapon fired from your Gates of babel are considered to be magical for the purpose of bypassing resistances. After being fired, as long as they are not broken, the weapons will disappear from wherever they landed, only to reappear inside your treasury after 6 - 1 per Charisma mod hours. Chains of Heaven At 3rd level you can halt any creature foolish enough to try and attack you. A number of times equal to your Charisma modifier per long rest, as a reaction, you can summon forth golden chains to bind any creature this is attacking you, trying to leave your threatened area, or making an attack against a creature you can see within 15 feet of you. The creature must pass a DC10 + 1/2 Emperor level Dexterity saving throw or become bound in place, taking the restrained condition, by the golden chains for 1d4 + Cha mod rounds. In order to break the chains binding them, the creature can try to make a Strength check, succeeding on escaping with a roll of 20+, on a roll of 19-11 they break a single chain, lowering DC by 2 for full escape, and on a roll of 10 or lower, nothing happens. This ability improves at level 12, allowing you to use it a number of times equal to your Charsmia modifier per short rest. Golden Rule At 9th level you can appraise any item and know its average value in gold, you may also choose any number of non-magical items in your Horde, to a maximum of 2x your level, and spend one minute to transform them into gold equal to their combined average value. Limitless Treasury at 14th level the wealth within your treasury has long since surpassed your own understanding, being virtually limitless. Gold, and other such currencies such as silver, bronze, and gemstones, no longer take up weight space in your Horde. At level 20 this ability improves and you also gain 50 GP in your treasury every 24 hours. Key to the Treasury at 19th level a special magical item has taken shape within your Horde, the Key to the Treasury. The strange looking golden key can be pulled forth from within your horde once per day, and when used it can open up a 30 ft wide x 30 ft tall portal to another plane of existence of the users choice that stays open for one minute or until the user decides to close it. When first opened all creatures, other then the user of the key, within 30 feet get fit by a wall of force and must make a DC 15 constitution saving throw taking 10d10 force damage and being blasted backwards 100 ft on a failed save or staying in place and taking half as much damage on a successful save. This item also acts as a key to your own personal treasury, when inserted into the lock or pressed against the handle of any door, that doorway becomes a doorway into a castle like demi-plane where your entire horde is kept, until the door shuts. This effect of the key can be used without limit. Armory Requipping At 1st level you have full access to your horde and all the weapons and armor inside of it, you are intently familiar with all the weapons and armor within your horde and you have built up your horde as an armory made for pure combat. As a bonus action you can instantaneously equip yourself with any kind of armor, weapon, clothing, jewlery, or any other holdable or wearable item within your horde or send it from your hands or body into your horde. Projection At 3rd level you can tell the make up of any non-magical weapon fairly easily just by looking at it, and can replicate it. Once per short rest, you can target a single weapon and create an exact replica of it to hold; you are always considered proficient with any weapon you replicate in this way. These replicas, while exact, are not perfect and can only keep their form as long as you hold onto them. This ability upgrades at 10th level, allowing you to use this ability without limit and again at 15th level allowing you to project copy's of magical weapons. Minds eye at 9th level the battle field and every fighter on it are burned into your minds eye, letting you know where every fighter is at any given moment. Creatures no longer get flanking advantage when two or more creatures are adjacent to you, and you have advantage to passive perception to see stealthing or otherwise hiding creatures that are not invisible. Soul forging at 14th level You can preform a one hour ritual to take a weapon you have projected or from your armory and forge a small shard of your soul within it, if the weapon does not already have magical property's it becomes a +1 magical weapon. After the ritual you gain one level of exhaustion and can not preform the ritual again for one week. You can also increase the magical bonus of the weapon up to +3 however for every additional boost, you take another level of exhaustion at the end of the ritual. You can only have a number of soul forged weapons, equal to your Constitution modifier, you are also always considered proficient with any weapon your soul is forged into. Warp Strike at 19th level you have a very powerful bond to the weapons that you have forged your soul into. Once per turn as a bonus action you can instantaneously call any weapon that you have soul forged into your hand, or you can instantaneously move yourself to the soul forged weapon. There is no limit to the distance you can travel with this ability as long as you and the projected weapon are on the same plane of existence.
Level | Prof bonus | Features | Horde max weight |
---|---|---|---|
1st | +2 | Horde, Subclass(Treasury/Armor), Subclass feature | 100 lbs |
2nd | +2 | Hawkeye | 200 lbs |
3rd | +2 | Subclass feature | 300 lbs |
4th | +2 | Ability score improvment | 400 lbs |
5th | +3 | Fighting style | 500 lbs |
6th | +3 | Extra attack | 600 lbs |
7th | +3 | Battle field Perception | 700 lbs |
8th | +3 | Ability score improvment | 800 lbs |
9th | +4 | Subclass feature | 900 lbs |
10th | +4 | Fierce Gaze | 1000 lbs |
11th | +4 | Fighting style | 1100 lbs |
12th | +4 | Ability score improvment | 1200 lbs |
13th | +5 | Graceful steps | 1300 lbs |
14th | +5 | Subclass feature | 1400 lbs |
15th | +5 | Extra attack (2) | 1500 lbs |
16th | +5 | Ability score improvment | 1600 lbs |
17th | +6 | Long live the Emperor | 1700 lbs |
18th | +6 | Subclass feature | 1800 lbs |
19th | +6 | Ability score improvment | 1900 lbs |
20th | +6 | Commanding word | 2000 lbs |