The Fifth Horseman is a lesser known Horseman of the Apocalypse, due to their sphere: Incompetence. They never struck fear into the hearts of any, nor did they make an impact.
Starting at character creation, you may only roll d4's. If you are asked to make a roll, you roll an amount of d4s equal to the maximum number on the rolls divided by 4. For example, 3d4 if asked to roll 1d12. If there are an uneven amount of d4's, round down, such as when rolling 1d6, you would roll 1d4, but when rolling 2d6, you roll 3d4. When rolling character stats, you roll 3d4, or 4d4, dropping the lowest. If you are using Point-buy, half your available points.
Beginning at 1st level, when you die, after 1d4 rounds you may return to life. You choose when to do this, and there is no time limit. Any exhaustion you had before death is gone.
Beginning at 1st level, you gain a Primary Ability Score. This can be any Ability Score that you have proficiency in saves in. Whenever you gain a level in this class, you can change which ability score is your Primary Ability Score. The other Ability Scores in which you have proficiency in their saves are your Secondary Ability Scores. Additionally, you may roll an extra d4 if your roll pertains to your Primary Ability Score. You gain additional d4s for the roll at 5th (2d4), 10th (3d4), and 15th (4d) level.
Starting at 2nd level, you learn all cantrips, and have them always prepared. These cantrips do not use any material components. Your spellcasting ability modifier is dictated by rolling 1d4 whenever you cast a spell. On a 1, you use your intelligence. On a 2, you use Wisdom. On a 3, you use Charisma. On a 4, reroll. If you roll 2 4's in a row, the spell succeeds. If it requires an attack roll, it is counted as a critical hit. If the enemy must make a Saving Throw, they fail. If the spell requires an attack roll, you still must roll the attack.
At 3rd level, you gain powers under your sphere of influence. The spheres available to you are: Sphere of Uncertain Fate, Sphere of Martial Prowess, Sphere of Life, and Sphere of Arcana. You gain features pertaining to this sphere at 3rd level, 6th level, 9th level, 12th level, 16th level, and 19th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1.
Starting at 5th level, you round up when you have an uneven amount of d4s substituting a roll. For example, you now roll 2d4 for 1d6, but still roll 3d4 for 2d6.
Starting at 7th level, you add half your proficiency bonus (rounded up) to any roll that pertains to your Primary Ability Score, and half your proficiency bonus (rounded down) for your Secondary Ability Scores.
Starting at 8th level, if an enemy uses its legendary resistance to resist the effects of one of your spells, roll a d4. On a 4, the legendary resistance fails. This still uses the legendary Resistance. If you rolled a 4 twice on determining the Spell's spellcasting ability modifier, the legendary resistance automatically fails.
At 10th level, you have shown the other Horsemen of the Apocalypse that you are capable of success. You can, as an action, summon a spectral horse of any element. It has the stats of a War horse, but resistance to the element type that you have summoned it as. As a bonus action, you may command it to make an action. It has it's own initiative, and is controlled by the DM
At 11th level, you gain a fighting style from the Fighter Class list. You may choose a second fighting style at 16th level
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Starting at 20th level, you may allies with your ability to return to life from death. you may gift 1d4 allies with the ability to return to life after 1d4 rounds. They choose when to do this, and there is no time limit. Any exhaustion they had before dying is gone. This lasts until the start of their next long rest. If they go 1 year and 1 day without taking this rest, they become this class, replacing all levels of any class they had before this with this class. Being dead doesn't continue the counter. (Being dead for 2 years through use of this feature allows someone to stay their same class.)
Any 4 items. If using Starting Wealth, you have 4d4 x 4 GP to spend.
Every Cantrip. Nothing Else. Your spellcasting attack bonus = your proficiency bonus - your spell casting modifier. Your Spell Save DC = your proficiency bonus - your spell casting modifier.
Starting at 1st level, you know 1d4 cantrips from any classes spell list.
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