+6 | Strength |
+2 | Dexterity |
+6 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+1 | Arcana |
+6 | Athletics |
+0 | Deception |
+1 | History |
+3 | Insight |
+4 | Intimidation |
+1 | Investigation |
+1 | Medicine |
+1 | Nature |
+3 | Perception |
+0 | Performance |
+0 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+3 | Survival |
Greatsword | 1d20+6) | 2d6+6 |
---|---|---|
Sling | 1d20+4 | 1d4+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Melee Weapon Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 2d6 | Slashing | Heavy, Two-Handed |
Cost: 50 gp Weight: 6 lb
DnD 5e SRD
Heavy Armor Common
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 lb
DnD 5e SRD
Adventuring Gear Ammunition 20 bullets Common (this item requires attunement)
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d4 | Bludgeoning | 30/120 ft | Ammunition 20 bullets |
Cost: 1 sp
Adventuring Gear Common
A leather pouch with 10Gp
Cost: 5 sp Weight: 1 lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
Adventuring Gear Common
To hide yourself, useful if you are an undead monster.
Adventuring Gear Very Rare
A Necklace that represents the now noble family name of akin. Witha Dark Lion Inside, surrounded by fire.
The statblocks of your class features
A behemoth is a warrior of steel and might. An immovable melee class that specializes in being able to deal great amounts of damage in a single attack, all while being armored to the teeth. Other classes tend to rely on situational advantages or circumstantial bonuses, but the behemoth is one that wants consistency and as such, focuses on static effects and the best equipment one can find. When the behemoth finds the sweet spot of its target, ancient instincts begin to course through them. Whether it’s their savage nature hitting with devastating effects or their feral nature bleeding their foes to death, a behemoths animosity and primal behavior is uncontested.
Resistance Training
Beginning at 1st level, when you are hit by a weapon attack, you may use a reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again.
At 9th level, when you take damage, you may choose to instead gain resistance to all damage for 1 minute.
The number of times you can use this feature before rests increases to two at 11th level and three at 17th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Sword and Shield. When you are wielding a melee weapon in one-hand and a shield in the other, you gain a +1 bonus to damage rolls with that weapon. If you were to be hit by an attack you may use your reaction to gain a bonus to your AC equal to your half proficiency bonus, rounded up, until the end of your next turn.
Instinctive Nature
Starting at level 3, you choose an Instinctive Nature that resembles the primal aspects of ancients behemoths, Savage or Feral, both detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 10th, 15th, and 18th.
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. You can't increase an ability score above 20 using this feature, unless otherwise specified.
Behemoth's Strength
Starting at 5th level, your focus of putting your all into a single attack shows. The first melee attack you make on a turn deals 2d6 additional damage. This feature cannot be used when wielding a light weapon.
At 11th level it increases to 4d6, and at 17th level, this damage increases to 6d6.
Behemoth Might
Starting at 6th level, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to the damage types inflicted by your melee weapon.
Unstoppable Force
Starting at 11th level, your base speed increases by 10ft and cannot be reduced while you are wearing armor by difficult terrain or spells. In addition, you are immune to the paralyzed and stunned conditions, and you have advantage on all Strength checks and saving throws against being knocked prone.
Behemoth Resilience
Beginning at 13th level, when you are subjected to an effect that allows you to make a Constitution or Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an opportunity attack against the creature that just hit you.
Vicious Critical
Starting at 17th level, your critical hits deal maximum damage.
Carnage
Starting at 20th level, you can channel all your energy into a roaring shout. All enemies within 30 feet that can hear you must pass a Wisdom saving throw, DC 8 + proficiency bonus + your Strength modifier, or become frightened for 1 minute. Your movement speed is doubled if you move towards a frightened creature and when you use the Attack action against a frightened creature, you may use a bonus action to make a melee attack against the same creature. Treat this extra attack as if it were the first attack of your turn. You must finish a short or long rest to use this feature again.
Instinctive Nature
Savage
As a savage behemoth, your attacks hit harder than anything else known. Reenacting the raw strength of fabled behemoths, a single blow from a savage could destroy anything. A savage does not lose control or rage like that of others. Its nature is controlled but primal. The strikes are decisive and its enemies targeted.
Weapons That Hurt
Starting at 3rd level, upon choosing this instinctive nature, you may put more force behind your attacks. When you hit a creature with a melee weapon, you deal an additional 2 damage. This damage increases to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level.
Brawn
Beginning at 7th level, you gain proficiency in the Athletics and Acrobatics skills. If you already have proficiency in these skills, your proficiency bonus is doubled for any ability check you make using these skills.
Brute
Starting at 10th level, a melee weapon deals one extra die of its damage when you hit with it.
Weapons That Hit
Starting at 15th level, when you roll a 1 on an attack roll, you can reroll the die and must use the new roll, even if the new roll is a 1.
Ruthless
Starting at 18th level, you swing with no mercy, especially when hitting vital spots. Critical hits with melee weapons deal triple damage instead of double damage.
Feral
Feral behemoths are a bit more bloodthirsty than their counterparts and focus on wounding their adversaries. Their blades cut deeper, their spears go deeper, and the mauls crush wider. Feral behemoths make any weapon in their hands more lethal than your average warrior.
Wound
Beginning at 3rd level, when you select this Instinctive Nature, your melee weapon attacks wound enemies. When you hit an unwounded creature, they must pass a Constitution saving throw, DC equal to 8 + your proficiency bonus + half the weapon damage or be wounded. A wounded creature takes 1 point of damage at the end of its turn until it is healed by magical means or if it makes a DC 8 + your proficiency bonus + your Strength modifier Wisdom (Medicine) check.
Bloodthirsty
Beginning at 7th level, the damage a wounded creature takes is increased by 1. In addition, due to their weakened state, you have advantage on your first weapon attack you make each turn against them.
Merciless
Beginning at 10th level, the damage a wounded creature takes is increased by 1 again, to a total of 3 damage at the end of its turn. In addition, when you hit a wounded creature with a melee weapon attack, you deal an additional 1d6 damage.
Malicious
Beginning at 15th level, the damage a wounded creature takes is increased by 1 again, to a total of 4 damage at the end of its turn. In addition, your ability modifier damage with melee weapon attacks is doubled.
Sadistic
Beginning at 18th level, the damage a wounded creature takes is increased by 1 again, to a total of 5 damage at the end of its turn. In addition, the additional damage you deal when hitting a wounded creature with a melee weapon attack increases to 2d6.
Variant Rules
The following options replace features at the appropriate levels.
Savage Dice
Starting at 3rd level, when you select this Instinctive Nature, you can fuel your attacks with savagery. You have 4 savage dice that are d4s. A savage die is expended when you use it. You regain all of your expended savage dice when you finish a short or long rest. You gain another savage die at 6th level, another at 10th level, and one more at 15th level. You can expend savage dice to add a bonus to your attack rolls or damage rolls. You must declare you are using a savage die for an attack roll before knowing the result. At level 10, your savage die increases to d6.
Multiclassing
Prerequisites. To qualify for multiclassing into the behemoth class, you must meet these prerequisites: 13 Strength and 13 Constitution.
Proficiencies. When you multiclass into the behemoth class, you gain the following proficiencies: heavy armor, shields, martial weapons.
You start with the following equipment, in addition to the equipment granted by your background: (a) studded leather or (b) chain shirt or (c) chain Mail (a) flail and a shield or (b) rapier and a shield or (c) maul or (d) greatsword (a) a dungeoneer's pack or (b) an explorer's pack a sling with 20 bullets I choosed Chain Mail, Greatsword, Explorer's pack and sling with 20 bullets.
Statblocks for your familiars, mounts etc.
Trampling Charge: If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
Statblocks for race/species of the character.
Raised by Lightning. Being resurrected by lightning you have resistance to lightning damage. Grotesque Form. You are proficient in Intimidation skill. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Physical Description Frankensteins can have a natural skin color or it can be green from rotting flesh depending on how long they had been dead before they were revived. They can range in height and weight because of the parts that they gain from different people. Generally, they were created from humans, but they can be taller than humans because of the different body parts they have. They can be made completely of one body, but they are rare and require an extremely intelligent and wise scientist. Usually, they have bolts in their head or neck allowing them to channel electricity to a degree. They are generally covered in stitches and occasionally their hair will have turned green because of moss growing on their hair after they died. Frankensteins generally have some kind of mechanism used to help their hearts' beat. Machines can be used to help move them around, which explains their hefty weight. Society Originally, Frankensteins always had to have a master in order to exist because of a lack of intelligence. Now, though it's still quite rare, some Frankensteins can live on their own. Those who do are generally alone, afraid to show their faces to most as many races believe them to be morbid creatures that should never have been given life... again. However, due to a Frankenstein's natural defenses, they can live quite well on their own. For some reason, the majority of children seem to like them despite their generally grotesque appearance, so it's fairly common to see an orphan child following after a Frankenstein and it's unlikely a Frankenstein will do much about it. However, animals and those who can turn into animals have a general distaste for Frankensteins that can cause them to irrationally attack a Frankenstein without first fully knowing that what they sense is, in fact, a Frankenstein.
Languages. Common, Elvish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.