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Parasite

Your attacks are str or dex based depending. Your damage is 2 of the anti ankuma die of your level   Healing Light At 3rd level, you gain the ability to channel the power of the innocence to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your exorcist level.   Your pool regains all expended dice when you finish a long rest.   Demolishing Might Beginning at 7th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.   Strange Metabolism When you reach 10th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.   Searing Vengeance Starting at 15th level, the energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.   Retribution Starting at 18th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 10 piercing damage if you, aren't incapacitated.
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