In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
![The Wall Of Teeth 5e Dmg The Wall Of Teeth 5e Dmg](/uploads/1/2/5/8/125883719/525220290.png)
![The wall of teeth 5e dmg full The wall of teeth 5e dmg full](/uploads/1/2/5/8/125883719/554039940.jpg)
Proficiencies. When you multiclass into this class, you gain the following proficiencies: Arcana and Nature
- The Wall Of Teeth 5e Dmg Pdf
- The Wall Of Teeth 5e Dmg Full
- The Wall Of Teeth 5e Dmg Download
- The Wall Of Teeth 5e Dmg Book
Sep 28, 2017 The DMG standard Sword of Kas is a +3 longsword that deals extra damage to undead creatures, crits on a natural 19 or 20, and grants a bonus to the wielder’s combat initiative. The Spirit of Kas allows the user to sacrifice some or all of the sword’s attack bonus to transfer to the user’s armor class for the round.
The Wall Of Teeth 5e Dmg Pdf
Feb 24, 2020 I've also tried to using the mob-combat rules in the DMG. The mob rules are good because they give a certain number of hits per turn, saving on lots of roles and ensuring that a mob is a threat even to characters with high ACs. I'd be interested in learning other tips for running mobs and swarms in 5e. A massive swarm of undulating. Looking for a good guideline of siege rules for a D&D 5e game. There will be ballista, catapults and battering rams attacking a heavy stone fort among other things. Looking for a base set of rules around damage against the stone walls and towers, the gates, etc. Haven't had much luck doing a general search, hoping this is handy somewhere - or maybe something from another edition that's easily converted. A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw.
Going Mad
Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
Madness Effects
Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.
d100 | Effect (lasts 1d10 minutes) |
---|---|
01–20 | The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage. |
21–30 | The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. |
31–40 | The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear. |
41–50 | The character begins babbling and is incapable of normal Speech or Spellcasting. |
51–60 | The character must use his or her action each round to Attack the nearest creature. |
61–70 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. |
76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81–90 | The character is Stunned. |
91–100 | The character falls Unconscious. |
d100 | Effect (lasts 1d10 × 10 hours) |
---|---|
01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
11–20 | The character experiences vivid hallucinations and has disadvantage on Ability Checks. |
21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks. |
31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. |
41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects. |
46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. |
56–65 | The character is Blinded (25%) or Deafened (75%). |
66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. |
76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute. |
91–95 | The character loses the ability to speak. |
96–100 | The character falls Unconscious. No amount of jostling or damage can wake the character. |
d100 | Flaw (lasts until cured) |
---|---|
01–15 | “Being drunk keeps me sane.” |
16 - 25 | 'I keep whatever I find.' |
26–30 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
31–35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
36–45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
46–50 | “I find it hard to care about anything that goes on around me.” |
51–55 | “I don’t like the way people judge me all the time.” |
56–70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
71–80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
81–85 | “There’s only one person I can trust. And only I can see this Special friend.” |
86–95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
96–100 | “I’ve discovered that I really like killing people.” |
Curing Madness
A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.
From D&D Wiki
Jump to: navigation, search
- 3Class Features
The Copromancer[edit]
A wizard climbs down the ladder leading to the ancient sewer system below the university. Clutching a candle that burns green from the soup of preferably-left-unknown gases in the air, he pensively makes his way down a passage, careful to avoid the foul water of the central rivulet. The stench of the place is awful. 'Micheal? Are you down here?' He calls out, then gives out a shriek as a swarm of rats races past his feet. After they pass, he gives himself a moment to calm down, gritting his teeth, and carries on. Rounding a corner, he is immediately hit with a stench so foul he collapses on the floor, coughing and gagging as his eyes leak and the sound of rushing water fills his ears. His hands are wet, his feet are wet, and a torrent of brown water covers the floor. Past his face flow unidentifiable streaks of dark material. Glancing up, he catches a dark figure striding towards him, clothed in stained and dirty robes. 'Mich-' He gasps for air one final time, and as his lungs fill with the putrid air he can feel it clawing at his already frail life, and then his head goes under the diseased water. He struggles for a moment, then goes limp; his body wracked with a thousand diseases, then giving out in its entirety. A moment later, the water recedes from the room, and the dark figure reaches the body. Bending down, Micheal grabs his former master's spellbook. He leafs through it a bit, then sticks it under his arm, and walks alway from the scene, whistling a little tune. Behind him, the rats have already begun to consume the evidence.
“ | Most spend their lives believing the filth is beneath them. But when you've spent as long as I have wallowing in it, know this: the true filth lies above. | ” |
Some wizards study tomes in their high towers, while others go out on exciting adventures to study the world and the magic within it. However, there are some wizards who have been stuck with the dirty jobs as apprentices; cleaning the toilets, shoveling the muck, clearing pipes and hunting necromancers in the sewers. Sometimes it gets to them, wallowing in the filth of those above them. Sometimes they snap.
That's how you get a copromancer.
A self-proclaimed avatar of all the filth in the world, a copromancer seeks nothing more than to get revenge on everything that is beautiful and pristine by covering it in mud and excreta. Using the resources made available to them, they have taught themselves how to manipulate things others would not dare to touch for their own purposes.
That's how you get a copromancer.
A self-proclaimed avatar of all the filth in the world, a copromancer seeks nothing more than to get revenge on everything that is beautiful and pristine by covering it in mud and excreta. Using the resources made available to them, they have taught themselves how to manipulate things others would not dare to touch for their own purposes.
Creating a Copromancer[edit]
![The Wall Of Teeth 5e Dmg The Wall Of Teeth 5e Dmg](/uploads/1/2/5/8/125883719/525220290.png)
Source |
- Quick Build
You can make a decent copromancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Anthropologist background. Third, pick the cantrips Infestation and Green-Flame Blade, and the 1st-level spells Ray of Sickness, Earth Tremor, Thunderwave, False Life, and Cause Fear if you can.
Class Features
As a copromancer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per class level after 1st
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per class level after 1st
- Proficiencies
Armor: none
Weapons: Daggers, darts, slings, quarterstaves, light crossbows, maces
Tools: Alchemist's kit, Herbalism kit
Saving Throws:Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, and Survival
Weapons: Daggers, darts, slings, quarterstaves, light crossbows, maces
Tools: Alchemist's kit, Herbalism kit
Saving Throws:Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
The Wall Of Teeth 5e Dmg Full
- (a) a quarterstaff or (b) two daggers or (c) a mace
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack or (c) a dungeoneer's pack
Proficiency | —Spell Slots per Spell Level-- | ||||||||
---|---|---|---|---|---|---|---|---|---|
Level | Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | +2 | Spellcasting | 2 | 2 | -- | -- | -- | -- | -- |
2nd | +2 | Copromancer's Resilience | 2 | 3 | -- | -- | -- | -- | -- |
3rd | +2 | -- | 3 | 4 | 2 | -- | -- | -- | -- |
4th | +2 | Ability Score Increase | 3 | 4 | 3 | -- | -- | -- | -- |
5th | +3 | Copromancer's Stench | 3 | 4 | 3 | -- | -- | -- | -- |
6th | +3 | -- | 3 | 4 | 3 | 1 | -- | -- | -- |
7th | +3 | Strike with Disease | 3 | 4 | 3 | 2 | -- | -- | -- |
8th | +3 | Ability Score Increase | 3 | 4 | 3 | 3 | -- | -- | -- |
9th | +4 | -- | 4 | 4 | 3 | 3 | 1 | -- | -- |
10th | +4 | -- | 4 | 4 | 3 | 3 | 2 | -- | -- |
11th | +4 | Manure Golem | 4 | 4 | 3 | 3 | 3 | -- | -- |
12th | +4 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | -- | -- |
13th | +5 | -- | 4 | 4 | 3 | 3 | 3 | 1 | -- |
14th | +5 | Parasitic Worms | 4 | 4 | 3 | 3 | 3 | 2 | -- |
15th | +5 | -- | 4 | 4 | 3 | 3 | 3 | 2 | -- |
16th | +5 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | -- |
17th | +6 | -- | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
18th | +6 | One with Filth | 5 | 4 | 3 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 5 | 4 | 3 | 3 | 3 | 3 | 2 |
20th | +6 | The Age of Manure | 5 | 4 | 3 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
- Spellcasting Ability
- Spell attack modifier: Proficiency bonus + Constitution modifier
- Spell Save D.C.: 8 + Spell attack modifier
- Spells Known
You know a number of spells equal to your Intelligence modifier plus your class level.
When you level in this class, you can choose to replace a spell you already know with a new spell.
The spells you can learn are detailed at the bottom of this page.
When you level in this class, you can choose to replace a spell you already know with a new spell.
The spells you can learn are detailed at the bottom of this page.
Copromancer's Resilience[edit]
At 2nd level, you gain resistance to poison and immunity to disease. All Constitution saving throws made against poison have advantage.
Ability Score Increase[edit]
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.
Copromancer's Stench[edit]
At 5th level, your presence in the filth of beast and man and your low hygiene standards have led to you developing a mighty stench. When a creature capable of smell first comes within 20 feet of you, they must make a DC 16 Constitution saving throw or they will begin retching, essentially stunned for a single turn. A critical fail on this save may cause the creature to gag so hard it chokes and falls unconscious. All creatures within 20 feet of you have disadvantage on Perception checks involving sight and smell, as the smell is so bad as to make the eyes water.
At 10th level, your stench has become so powerful as to gain a will of its own. It is now treated as an independent entity under your control (although you or the DM may decide to give it a personality of its own). These are its stats:
Copromancer's Stench
At 10th level, your stench has become so powerful as to gain a will of its own. It is now treated as an independent entity under your control (although you or the DM may decide to give it a personality of its own). These are its stats:
Copromancer's Stench
- Huge construct, lawful neutral
- Armor Class 14
- Hit Points equal to 8 times your class level
- Speed 30 ft, fly 30 ft (hover)
- STR 4 (-3), DEX 18 (+4), CON 20 (+5), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)
- Damage Immunities: all nonmagical physical attacks, poison, acid
- Damage Vulnerabilities: fire
- Condition Immunities:blinded, charmed, deafened, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
- Saving throws:Dexterity +4, Constitution +4
- Skills:Intimidation +4, Persuasion +4, Insight +4, Stealth +4, Deception +4, Perception +4
- Languages: understands the languages of its creator but can't speak
- Senses: Blindsight 40 ft, passive Perception 16
The Wall Of Teeth 5e Dmg Download
![The wall of teeth 5e dmg full The wall of teeth 5e dmg full](/uploads/1/2/5/8/125883719/554039940.jpg)
- Properties:
- Gaseous Form: The stench cloud is invisible, and cannot be detected by creatures that cannot smell. It is capable of filling a space up to a maximum of 40 by 40 feet and a minimum of 5x5 feet. The stench can enter a hostile creature's space and stop there. It can also move through a space as narrow as 1-inch wide without squeezing.
- Malicious Odor: Same as its original property, any creature capable of smell that enters the area of the cloud for the first time must make a DC 16 Constitution saving throw. On a failed save, the creature spends its next turn incapable of doing anything but retching and reeling. A critical fail on this save may cause the creature to gag so hard it chokes and falls unconscious. Furthermore, all creatures within the stench cloud have disadvantage on all sight and smell-based Perception checks.
- Gaseous Form: The stench cloud is invisible, and cannot be detected by creatures that cannot smell. It is capable of filling a space up to a maximum of 40 by 40 feet and a minimum of 5x5 feet. The stench can enter a hostile creature's space and stop there. It can also move through a space as narrow as 1-inch wide without squeezing.
- Actions:
- Claw the Lungs: If the stench is currently being inhaled, it can use its action to viciously rake the lungs of those inhaling it, dealing 2d4+4 necrotic damage.
- Claw the Lungs: If the stench is currently being inhaled, it can use its action to viciously rake the lungs of those inhaling it, dealing 2d4+4 necrotic damage.
The stench cannot be away from its owner for over a day, otherwise it disperses. If the stench is destroyed, it reforms its independent form from its owner over a period of 1d4 days. When the stench is anchored to its owner, it regains 1d4 HP every turn.
The owner of the stench shares a psychic bond with it, and is able to communicate with it on an extremely basic level (think concepts and emotions).
The owner of the stench shares a psychic bond with it, and is able to communicate with it on an extremely basic level (think concepts and emotions).
At 18th level, the stench becomes especially putrid. All creatures besides the owner take 1d12 necrotic acid damage every time they begin their turn in it or pass through it. The stench's new groove has also attracted a swarm of flies, increasing its Strength score to 8 and giving it a new attack.
- Swarm of the Flies:
- Ranged Weapon Attack; +8 to hit, range 10/20, one target.
- Hit: 1d8+4 piercing + 1d8 poison damage, with a DC 10 Constitution save to avoid getting a random disease.
- Ranged Weapon Attack; +8 to hit, range 10/20, one target.
The Wall Of Teeth 5e Dmg Book
Strike with Disease[edit]
At 7th level, when you strike a target with a melee attack and hit, you may expend a level 1 spell slot to give the target a disease of your choice. If the target is immune to disease, this ignores that immunity, instead substituting it with a Constitution saving throw against your spell save DC. For example diseases to choose from, you can refer to page 256 of the DMG.
At 15th level, this becomes automatic with any attack you make, even spells. You don't have to expend a spell slot.
Manure Golem[edit]
At 11th level, your knowledge of the arcane and the filth of the world have given you the means to create a golem powered by pure disgust. Creating such a golem requires an ample supply of material (at least 140 pounds) and at least 8 hours of spare time. This golem follows your every instruction, and you can have a maximum amount of active golems equal to your proficiency modifier. To repair a golem, you can spend 1 hour and 55 pounds of material to have it recover 11d8+55 points worth of HP.
Manure Golem
Manure Golem
- medium-large construct (depends on amount of material), unaligned
- Armor Class 14 (natural armor)
- Hit Points 11d8+55
- Speed 25 feet
- STR 19 (+4), DEX 9 (-1), CON 20 (+5), INT 4(-3), WIS 10 (+0), CHA 1 (-5)
- Damage Immunities: poison, acid, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities:charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft, passive Perception 10
- Languages: understands the languages of its creator but can't speak
- Properties:
- Necrotic Absorption: Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
- Berserk: Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to attack to and attack, the golem attacks and object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
- The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. IF the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again.
- Aversion of Fire: If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
- Immutable Form: The golem is immune to any spell or effect that would alter its form.
- Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The golem's weapon attacks are magical.
- Aura of Aversion: The golem exudes an aura that dissuades others from coming near it. Any creature with an intelligence over 6 that comes within 10 feet of the golem must make a DC 14 Wisdom saving throw. If they fail, any actions directed toward the golem made within 10 feet of it are made with disadvantage.
- Carrier of Disease: If you come into physical contact with the golem, every turn you spend covered in its material, you must make a DC 10 Constitution saving throw. If you fail, you gain a random disease.
- Necrotic Absorption: Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
- Actions:
- Multiattack: The golem makes two slam attacks, or one slam attack and one flies attack.
- Slam:
- Melee Weapon Attack: +7 to hit. reach 5 ft., one target.
- Hit: 2d8+4 bludgeoning damage.
- Melee Weapon Attack: +7 to hit. reach 5 ft., one target.
- Flies:
- Ranged Weapon Attack: +7 to hit, range 10/20, one target.
- Hit: 2d6 poison piercing damage, with a DC 10 Constitution save to avoid getting a random disease.
- Ranged Weapon Attack: +7 to hit, range 10/20, one target.
- Multiattack: The golem makes two slam attacks, or one slam attack and one flies attack.
At 15th level, your golem-making technique has nearly been perfected, and they are now bigger, stronger, and grosser than ever. Their Strength score increases to 22, and their Constitution score increases to 24. They also gain a new ability:
- Nauseating Wave (Recharge 5-6):
- The golem hunkers down and expells a massive wave of hot, noxious gas in all directions for 40 feet. All creatures who can smell must make a DC 16 Constitution save or they will spend their next turn bent over and retching. Furthermore, ALL creatures hit with this wave must make a DC 15 Wisdom saving throw to avoid becoming abhorrently disgusted and getting as far away from the golem as possible.
- The golem's flies are scared off and return in 1 minute.
- The golem hunkers down and expells a massive wave of hot, noxious gas in all directions for 40 feet. All creatures who can smell must make a DC 16 Constitution save or they will spend their next turn bent over and retching. Furthermore, ALL creatures hit with this wave must make a DC 15 Wisdom saving throw to avoid becoming abhorrently disgusted and getting as far away from the golem as possible.
Parasitic Worms[edit]
At 14th level, as an action, you can target a living creature that you can see with 60 feet and expend a level 2 spell slot to cause them to make a Constitution save against your spell DC. If they have below half health, they automatically fail. On a failure, their digestive tract is filled with parasitic worms, reducing their Constitution to 3 and preventing them from healing. This lasts for 1 minute. If a creature dies before this effect expires, it explodes violently into a writhing mass of worms, dealing 2d12 bludgeoning damage to all creatures within a 10 ft radius. The worms will attempt to crawl to the copromancer of their origin at a rate of 20 feet per turn. Once they reach the copromancer, they disintegrate and heal for half of the killed creature's max HP.
One with Filth[edit]
At 18th level, when standing in your element, the element of filth (such as sewer water), and are below half your maximum hit points, you regain 2d8+4 hit points per turn.
The Age of Manure[edit]
At 20th level, when a creature or object is touched by you, or hit with a spell attack, you can choose to expend a 5th level spell slot. The creature must succeed a Constitution saving throw against your spell save DC or it will be petrified; turned completely into solidified waste. For a period of 6 hours, this creation is magically charged, and any who come into contact with it must make a DC 12 Constitution save or they will be turned into a statue of solidified magical waste with the same properties.
Alternatively, you may expend a 6th level spell slot in place of a 5th level one. This causes the creature to turn into a fully functional Manure Golem with the same properties instead of just a statue. These golems do not count against your golem cap for the duration that they are magically charged.
Alternatively, you may expend a 6th level spell slot in place of a 5th level one. This causes the creature to turn into a fully functional Manure Golem with the same properties instead of just a statue. These golems do not count against your golem cap for the duration that they are magically charged.
Copromancer Spell List[edit]
You know all of the spells on the Copromancer spell list, listed here below:
Note: For all spells that involve 'earth' or 'stone,' the soil of the night is most definitely an acceptable substitute for those terms.
Note: For all spells that involve 'earth' or 'stone,' the soil of the night is most definitely an acceptable substitute for those terms.
- Cantrips
- Acid Splash, Green-Flame Blade, Gust, Infestation, Mold Earth, Poison Spray, Prestidigitation, Shape Water, Thunderclap
- 1st Level
- Absorb Elements, Cause Fear, Detect Magic, Earth Tremor, False Life, Fog Cloud, Grease, Puppet, Ray of Sickness, Sleep, Tasha's Hideous Laughter, Thunderwave, Unseen Servant
- 2nd Level
- Alter Self, Blindness/Deafness, Darkness, Darkvision, Earthbind, Enlarge/Reduce, Gentle Repose, Maximillian's Earthen Grasp, Ray of Enfeeblement, Spider Climb, Warding Wind, Web
- 3rd Level
- Bestow Curse, Enemies Abound, Erupting Earth, Fear, Feign Death, Gaseous Form, Haste, Life Transferance, Stinking Cloud, Tidal Wave, Wall of Water, Water Breathing
- 4th Level
- Blight, Conjure Minor Elementals, Control Water, Evard's Black Tentacles, Sickening Radiance, Stone Shape, Summon Greater Demon, Vitrolic Sphere, Watery Sphere
- 5th Level
- Control Winds, Creation, Mislead, Telekinesis, Wall of Stone
- 6th Level
- Circle of Death, Contigency, Create Homunculus, Disintegrate, Flesh to Stone, Investure of Stone, Move Earth, True Seeing
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Constitution 13 or higher and Intelligence 13 or higher.
Proficiencies. When you multiclass into this class, you gain the following proficiencies: Arcana and Nature
Back to Main Page → 5e Homebrew → Classes
Retrieved from 'https://www.dandwiki.com/w/index.php?title=Copromancer_(5e_Class)&oldid=1235371'