Orssta
T he real fighters. Fighters of the cold lands in the Orsania. Many Orsanian blood traning to be a Orssta for protect their nation and their family against the dragons and other wild threats.
Living in the Dragon Lands;
Kingdom Of Orsania, the lands of the old Dragonia. King Ragus came here for more gold and wealth. His people are starved to death. They don't had anything to lose. He started this campaign for his people. They fighted bloody with the dragonborns and conquered these lands. These lands were freezing but potatoes came out, wheats grew and animals started to yield. Yes, the Orsania may have a bloody history but now they exist as a society. They need to get along well with the dragons otherwise their life would not be long. So they started to give them presents, shiny gifts (They worship Abuvarmin the God of Gold) so dragons let them live. Of course there is some disasters made by dragons, but not too much. These lands are now having lot of adventurers because of the touristic places and of course the dragons!
Rusty but Deadly Axes;
Axes was always the part of the orsanians (People of Orsania called the orsanians) they use it for everything. The Orssta's are the trained soldiers of the Orsanian Kingdom. They trained by another experienced Orssta. The army and the people always respect the Orssta's. They know how to use axes proficiently. Also they know the ability of using runes of magic. They usally have a friend, a bear they used to mount in army. The bear train is another cultural ability that orsanians have. They usally have a long hair, braided. Bluest eyes in the Ochia. Orssta's really into jewelry, they have shiny earrings, necklaces and clasps. They fear only one thing; not being able to protect their families.
Creating a Orssta;
You are probably trained by a master. But know you left the army, unit or cult. Know you are a adventurer and you need to get stronger, stronger. Orssta's don't have a exact goal. You can hit the road for revenge, money greed, or maybe for being a legend. Work with your DM(GM) to write a backstory and a maybe a goal.
Quick Build
First, Strength should be your highest ability score, followed by Wisdom and Constutition, choose the Mercenary Veteran background or a Soldier.
Class Features
As a Orssta, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Orssta level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 + Constitution modifier per Orssta level after 1st
Proficiencies
- Armor: Light, Medium
- Weapons: Axes, javelins, simple weapons
- Tools: None
- Saving Throws: Constitution, Wisdom
- Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Performance, Intimidation, Persuasion, Survival
Equipment
You start with the following equipment;
-
Two handaxes
-
(a) four javelins or (b) two handaxes
-
(a) a Leather armor, two javelins or (b) a hide armor
-
(a) Explorer's pack (b) dungeoneer's pack
Alternatively, you can ignore the equipment from your class and background, and start with 4d8 x 5 gp.
Multiclassing
Prerequisites: Strength 13 and Wisdom 13 Proficiencies Gained: light armor, medium armor, axes, simple weapons, athletics or survival.
Orssta
Level | Proficiency Bonus | Features | Minor Runes |
---|---|---|---|
1st | +2 | Cold Blood(3),Two Weapon Fighting | — |
2nd | +2 | Runic Inspirations | 2 |
3rd | +2 | Elemental Weapons(1d4) | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack, Cold Blood(6) | 3 |
6th | +3 | Dragon's Friend | 3 |
7th | +3 | Elemental Weapons(2d4), Rune Feature | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Maniac | 3 |
10th | +4 | ─ | 4 |
11th | +4 | Knowledge Of The Mountain's | 4 |
12th | +4 | Ability Score Improvement, Cold Blood(9) | 4 |
13th | +5 | Elemental Weapons(3d4), Urrkarrh | 4 |
14th | +5 | Cunning Way's, Rune Feature | 4 |
15th | +5 | ─ | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Elemental Weapons(4d4), Cold Blood(12) | 5 |
18th | +6 | Trust | 5 |
19th | +6 | Ability Score Improvement, Rune Feature | 5 |
20th | +6 | Even Maniac | 5 |
Cold Blood
At 1st level you gain this ability. Whenever you take damage, you take the damage number and add to your first attack (maximum 3) this maximum score increases +3 at level 5, 12, 17.
Two-Weapon Fighting
At 1st level you have this fightning style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Runic Inspirations
At 2nd level you need to choose one of the Core Runes. You choose another on level 14. Core runes are listed below the Class Features.
Elemental Weapons
At 3rd level your axes gain 1d4 extra elemental damage from your chosen Core Rune. This skill add extra 1d4 at level 7, 13, 17. (Only axes.)
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.
Using the optional feats rule, you can forgot taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dragon's Friend
At 6th level you gain Draconic Inspiration skill. You can use this skill equal to your strength modifier. This number resets per shortrest, longrest. This skill grants you to gain Draconic will.
While Draconic Will is active you gain advantage to your all saving throws except Dexterity and intelligence saving throws.
When you use this on combat it takes bonus action to use it.
Maniac
At 9th level
You gain resistance to four damage types you choose;
You gain immunity to two damage types you choose;
You gain vulnerability to other damage types;
(Except Psyhcic damage)
- Slashing
- Piercing
- Bludgeoning
- Poison
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
Knowledge Of The Mountain's
At 11th level you gain 10 feet speed and climbing is not take any bonus movement. When you going to make a history check about mountains you'll get a advantage.
Urrkarrh
At 13th level you gain a weapon named Urrkarrh this magical weapon deals chosen damage from Core Rune. When you get kill with Urrkarrh its dissapears. Per longrest you can get the Urrkarrh back. (sickle type elemental blade)(You can't use another weapon while you have Urrkarrh, you can dissapear it if you want.)
Urrkarrh
melee weapon(simple, sickle,)
- Category: Magical Weapon
- Damage: 2d10
- Damage Type: Chosen Core Rune's Damage.
- Properties: Light, One Handed
Cunning Way's
At 14th level you choose one of these skills;
Troll Slayer; You deliver +4 damage to opponent if they are bigger then you.
Mountain Goat; You get +1 ac.
Barley Harvester; Urrkarrh gets +5 to damage.
Trust
At 18th level you can add your wisdom modifier to your attack and damage rolls.
Even Maniac
At 20th level your all resistances become immunities. All damages types you are immune, when you deal them to an opponent you deal 2x.(If your opponent has resistance ignore it.)(If your oppnenent has immunity it takes the damage halved)
Core Runes
Rune Of The Ruby
Your Spell Modifier is Wisdom
Rage
At 2nd level you gain ability rage. You can rage per day equals to your wisdom mod. These slots resets per longrest. You need to be unarmored to get rage. (your rage ends in 5 turns)
Unarmored Defense
At 2nd level if youre wearing no armor you gain 10 + cons mod + your wisdom mod AC.
Minor Runes
You choose 2 of minor runes. You can choose +1 at level 5, 10, 15. Rune Of The Ruby's Minor Runes listed below;
Flame Fist;
You make your hands burning which will be extinguish in 4 turns, you deal extra(takes bonus action)
1d8 fire damage when you hit with your fists(Unarmed Attack)(its damage will be increase extra d8 when you reach level 10, 15, 20.)
Firebolt;
You make ranged spell attack when you hit the target you deal 1d8 fire damage to the target.(its damage will be increase extra d8 when you reach level 10, 15, 20.)
Axe Of The Hate
When you use this skill you need to expend one of your rage slots. Per rage slot that expended you get an extra d8 damage.
You make ranged spell attack. If it hits the target you deal 2d8 fire damage to target. When target got hit it is now hateful. Which means they make all attack with advantage but all attacks to they getting advantage
Control Flames
You can cast Control Flames as a cantrip.
Lava Boy
You gain resistance to fire damage if you already have make it immunity.
Fire Step
You gain 10 feet movement and you can walk in lava.
Fire Whip
You create a whip made by lava. You make a melee attack with this. When you hit the target (reach 5ft) target get a 2d6+ Spell Casting Mod fire damage.(its damage will be increase extra d6 when you reach level 10, 15, 20.)
Muscle Power
At 7th level you get +1 strength and you lose 1 intelligence or charisma point by your choice.
Advanced Unarmored Defense
At 14th level your AC becomes 10 + wisdom mod + cons mod + half of your strength mod.
Advanced Muscle Power
At 19th level you get +1 strength and you lose 1 intelligence or charisma point by your choice.
Core Runes
Rune Of The Diamond
Strong And Fresh
At 2nd level you gain profeciency to strength saving throw and survival if you already proficient gain expertise.
Offering
At 2nd level you choose a weapon, it can be any and you can change it any time, that weapon gets +2 to attack rolls and damage rolls.
Mind Points
At 2nd level you gain 3 Mind Points. You get an extra +1 mind points at level 5, 10, 20. These point resets per longrest.
Minor Runes
You choose 2 of minor runes. You can choose +1 at level 5, 10, 15. Rune Of The Diamond's Minor Runes listed below;
Vicious Mockery
You can cast a Vicious Mockery as a Cantrip.
Loose Ends
You choose a creature and spend 1 mind point, that creature gets a +2 AC at this and next turn.(takes a Bonus Action)
Jeesper
You create 2 missiles make a ranged spell attack on a target or several targets. If missiles hit they deal 1d6 Acid damage to targets.(you can cast +1 missile at these levels 10, 15, 20
Stone Mind
You use a 1 mind point and 3 creature of your choice gains Psychic damage immunity and advantage to wisdom saving throws for 3 turns.(bonus action)
Loose Knees
You select a target creature and use 1 mind point, target creature needs to make a wisdom saving throw to your dc if target cannot pass your dc its proned.(For get up they use their action to make wisdom saving throw)(you cast this as a bonus action.)
Armor Of Mind
You use your action and 1 mind point to get AC + your wisdom modifier. This skill lasts in 4 turns(including the casting turn)
Through The Brain
You use 1 mind point to shout. Every creature that hears the shout needs to make a wisdom saving throw. If they cannot pass they are frightened and they take 1d4 psychic damage. If they pass they only take 1d4 psychic damage.(When you use per +1 mind points to cast this the damage increases +1d4)
Mind Blower
At 7th level you lose 1 Charisma or Dexterity to gain 1 Wisdom.
Insistent Offering
At 14th level Offering's bonuses become +4.
Mind Bomber
At 19th level you lose 1 Charisma or Dexterity to gain 1 Wisdom.
Core Runes
Rune Of The Amber
Blood Sacrifice
At 2nd level you cut yourself with your weapon. You get 1d4+1 piercing damage. You gain Hateful. You have advantage on every attack but every attack is made to you is also with advantage. Its lasts 10 turns.
Rampage
At 2nd level your hit die becomes 1d12.
Minor Runes
You choose 2 of minor runes. You can choose +1 at level 5, 10, 15. Rune Of The Amber's Minor Runes listed below;
Blood Impact
You choose a creature. That creature needs to make wisdom saving throw. If cannot pass you deal 2d4+2 necrotic damage(this damage increases +d4 in level 10, 15, 20.)
Blood Raven;
You summon a raven. This raven has a 4 hit points. This raven will show you the all hiding creatures. It can attack (d20+4, 1d4-1 piercing damage).
Sunken;
You gain necrotic damage resistance. If you already have gain immunity.
Chill Touch;
You can cast chill touch as a cantrip.
Vein Of The Fury;
You gain 1d6+wisdom mod temporarily. If you have hateful effect you gain 1d12+wisdom mod hit points.(You can use this per long rest)
Rust;
Your melee damages gain +3 necrotic damage if you have hateful on your self or you gain in next turns it becomes +6.(you cast this as a bonus action. You can use this per long rest)
Misty Step;
You can cast misty step equal to your wisdom modifier per day.
Bloody Sins;
At 7th level you lose 1 Charisma or Intelligence to gain 1 Dexterity.
Anger;
At 14th level, Rampage's hit die become 2d8.
Necrotic Sins
At 19th level you lose 1 Charisma or Intelligence to gain 1 Dexterity.
Practice
Safe
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