Death Toller (3.5e Class)

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Author: Mysterio2532 (talk)
Date Created: September 23rd, 2020
Status: Completed
Editing: Author Only
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Those who hear the ringing never live past the night they hear it.

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Alternate Magic, Other Other

Death Toller[edit]

The Death Toller is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death Toller also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel). A Death Toller can cause a ringing like noise that brings a sense of dread into those who are unlucky enough to hear the Death Toller's Bell.

Making a Death Toller[edit]

Death Tollers can be classified at best as a damage dealer/buffer. They have abilities that allows them to both asist and stand alone in combat. Death Tollers best put into the same spot as a Warlock to give a definite "Role".

Abilities: Wisdom is the most important ability for this class because it is used for your class abilities.

Races: Any Race that can "die" can become a Death Toller because a God mentioned above gives you life. Warforged cannot be a Death Toller nor any creature with the Outsider Type or the Undead Type.

Alignment: Any

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Any

Table: The Death Toller

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Death Tolling 1d6 (1d8)
2nd +1 +0 +0 +3 Toll of the Dying
3rd +1 +1 +1 +3 Death Tolling 2d6 (2d8)
4th +2 +1 +1 +4 Specialized Toll (+1d6 (+1d8)), Deadly Gift
5th +2 +1 +1 +4 Death Tolling 3d6 (3d8)
6th +3 +2 +2 +5 Midnight Toll
7th +3 +2 +2 +5 Death Tolling 4d6 (4d8)
8th +4 +2 +2 +6 One with Undeath, Specialized Toll (+2d6 (+2d8))
9th +4 +3 +3 +6 Death Tolling 5d6 (5d8)
10th +5 +3 +3 +7 Toll the Reaper
11th +5 +3 +3 +7 Death Tolling 6d6 (6d8)
12th +6/+1 +4 +4 +8 Specialized Toll (+3d6 (+3d8))
13th +6/+1 +4 +4 +8 Death Tolling 7d6 (7d8)
14th +7/+2 +4 +4 +9 Negative Attunement
15th +7/+2 +5 +5 +9 Death Tolling 8d6 (8d8)
16th +8/+3 +5 +5 +10 Specialized Toll (+4d6 (+4d8))
17th +8/+3 +5 +5 +10 Death Tolling 9d6 (9d8)
18th +9/+4 +6 +6 +11 Final Call
19th +9/+4 +6 +6 +11 Death Tolling 10d6 (10d8)
20th +10/+5 +6 +6 +12 Grand Reaper, Death Tolling 10d8 (10d12), Specialized Toll (+5d8 (+5d12))

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).


Class Features[edit]

All of the following are class features of the Death Toller.

Weapon and Armor Proficiency: A Death Toller is proficient with Simple weapons and light armor.

Death Tolling (Su): When a God of Death brought you back, they did it with another idea in mid. They want to use you as an embodiment ad reminder of everyone's oncoming death. You have been granted the ability to make a target hear a dreadful ringing noise like that of church bells ringing at a funeral. This noise is created inside of the targets mind, and is not a mind-affecting attack. At 1st level you deal 1d6 Untyped Damage to the target or 1d8 Untyped Damage if the target has already taken damage. You can only use this ability once per turn. This ability is a ranged touch attack with a range of 60ft. The damage dealt by the ability increases by 1 die per 2 levels.

Toll of the Dying: At 2nd level, whenever you kill a target with Death Tolling, you can roll your Death Tolling dice and regain half (rounded down) that amount HP.

Specialized Toll: At 4th level, pick one type of creature off of the Bane enchantment table. Whenever you use Death Tolling against that type of creature you ad 1 extra die per 4 levels.

Deadly Gift: At 4th level, you can boost an ally within 30ft of you with the energy of Death. As an Action you can give that person an extra 1d8 per 3 class levels of extra untyped damage to the next single attack they hit with.

Midnight Toll: At 6th level, your toll has been given an extra dreadful and fearful presence. You now add your level to the damage of Death Tolling and the target must make a Will Save (DC equal to the damage dealt) or become Frightened. Any creature who succeeds the save is immune to the effect for 24 hours.

One with Undeath: As part of coming back from the dead many different effects have affected you, now some of those effects come back. At 8th level, you gain Darkvision out to 60ft unless you have better Darkvision. You also gain immunity to poison, sleep effects, paralysis, stunning, and disease.

Toll the Reaper: At 10th level, you can split the damage of Death Tolling however you seem fit between 2 targets as an Action. Each attack must make a sperrate attack roll. You can also use Death Tolling as a Reaction now as well.

Negative Attunement: At 14th level, your body has become more attuned to the negative energy of death. Whenever you take Negative energy damage, you heal half of that damage instead of taking damage.

Final Call: At 18th level, you have gained the ability to use your Death Tolling as a Full Round Action to make the range become a 30ft circle around yourself. All creatures within range must make a Will Save (DC 10 + Wisdom Modifier + Class Level) or take full damage and automatically come under the effects of Midnight Toll. On a Success, they must make the save as normal, but take half damage from Death Tolling.

Grand Reaper: At 20th level, you have finished the final bit of life you God of Death has given you, making you one with the living dead. You gain the Undead Type, do not reroll any HP or recalculate your BAB because of the type change. You add your Wisdom Modifier to your HP instead of Constitution. Your Death Tolling becomes a d8 instead of d6 and a d12 instead of d8.

Ex-Death Toller[edit]

If you are brought back to life while being a Death Toller, you lose all of your class abilities and cannot become a Death Toller again.

Epic Death Toller[edit]

Table: The Epic Death Toller

Hit Die: d6

Level Special
21st Death Tolling 11d8 (11d12)
22nd Specialized Toll (+6d8 (+6d12))
23rd Death Tolling 12d8 (12d12)
24th
25th Death Tolling 13d8 (13d12)
26th Specialized Toll (+7d8 (+7d12))
27th Death Tolling 14d8 (14d12)
28th
29th Death Tolling 15d8 (15d12)
30th Specialized Toll (+8d8 (+8d12))

4 + Int modifier skill points per level.

Death Tolling: Your Death Tolling continues to grow as on the table.

Specialized Toll: Your Specialized Toll continues to grow as on the table and you can pick another type of creature each at 22nd, 26th, and 30th level.

Human Death Toller Starting Package[edit]

Weapons: Shortsword

Skill Selection: Diplomacy, Intimidate, Sense Motive, Survival.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha -
Intimidate 4 Cha -
Sense Motive 4 Wis -
Survival 4 Wis -

Feat: Great Fortitude

Bonus Feats: Ancestral Relic (Vile instead of Exalted)

Gold: 20 GP


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorMysterio2532 +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Hide +, Intimidate +, Knowledge +, Move Silently +, Search +, Sense Motive +, Spot + and Survival +
Skill Points4 +
SummaryThose who hear the ringing never live past the night they hear it. +
TitleDeath Toller +
Will Save ProgressionGood +