Doomhowler (5e Class)

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Doomhowler

Doomhowlers are cursed beings from the shadowfell, they absorb life from their surroundings to keep themselves alive, whether they want to or not.

Broken soul

The shadowfell is a harsh place that doesn't treat life very well. It is all too common for someone to wander in by accident and never return, having either been killed or broken by its chaotic magics. Doomhowlers however are different, they are one of the few cases of mortals that return to the material plane though are changed forever by what they experienced. There are many ways to become a Doomhowler, although the few that survive the procedure all have one thing in common: an unbreakable desire to live, even after their soul has taken irreparable damage. This drives them to absorb the live force around them to try and mend their broken soul. This however makes them outsiders, despised by the living for wherever they go, death follows them.

Creating a Doomhowler

When creating a Doomhowler, ask yourself who you were before encountering the shadowfell? What broke your soul? Where does that drive to live come from? Does it have a source or have you been born this way? What happened after you came back to the material plane? Did you exile yourself or try to go back to your old life? How did people react to your new self? How did your broken soul change you? Did it drive you insane or have you surrendered to your new fate, or maybe even embraced this new found power?

Quick Build

You can make a Doomhowler quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander or Hermit background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Doomhowler you gain the following class features.

Hit Points

Hit Dice: 1d6 per Doomhowler level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Doomhowler level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, and Survival

Equipment

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

    Table: The Doomhowler

    LevelProficiency
    Bonus
    FeaturesUnrelenting Life
    1st+2Soul Mend, Fighting Style
    2nd+2Fighting Style
    3rd+2Deflect
    4th+2Ability Score Improvement
    5th+3Extra Attack
    6th+3Fighting Style
    7th+3
    8th+3Ability Score Improvement
    9th+4
    10th+4
    11th+4
    12th+4Ability Score Improvement
    13th+5
    14th+5
    15th+5
    16th+5Ability Score Improvement
    17th+6
    18th+6
    19th+6Ability Score Improvement
    20th+6

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    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 scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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    Spell List

    You know all of the spells on the basic spell list and additional spells based on your subclass.

    1st Level

    <!-1st level spell list->

    2nd Level

    <!-2nd level spell list->

    3rd Level

    <!-3rd level spell list->

    4th Level

    <!-4th level spell list->

    5th Level

    <!-5th level spell list->

    Multiclassing


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    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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