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Flemsus

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About this mod

Adds a new class to the game, Waste of Flesh.

Requirements
Permissions and credits
Changelogs
Donations
Class Structure

Level 1 - Personality Trait + Weakness
Level 2 - Cursed Blessing + Combat Sickness
Level 3 - Fading -2
Level 4
- Feat + De-Feat
Level 5 - Hint of Potential + Weakness
Level 6
- Combat Sickness
Level 7 - Fading -4 + Cursed Blessing
Level 8
- Feat + De-Feat
Level 9 - Weakness + Combat Sickness
Level 10 -
Fading -6
Level 11 - Cursed Blessing
Level 12
- Feat + De-Feat

Level 13 - Fading -2
Level 14
- Combat Sickness
Level 15 - Cursed Blessing
Level 16
- Feat + De-Feat
Level 17 - Fading -4
Level 18
- Weakness
Level 19 - Fading -6
Level 2
0 - Feat

Subclasses
The subclass determines how many of each you get per level (except regular Feats):

Frail: 1
Cursed: 2
Doomed: 3

Spellcasting ability is Intelligence and you can learn spells from scrolls, do note that you need to have the required spellslots to actually learn the spells, high chance of your character being confused thinking he's a wizard.

Personality Trait

  • Social Anxiety = Disadvantage on Deception, Persuasion, Intimidation, Performance and Animal Handling checks.
  • Clumsy = Disadvantage on Athletics, Acrobatics, Sleight of Hand, Survival and Stealth checks.
  • Dumb = Disadvantage on Investigation, Arcana, History, Medicine, Insight, Religion, Perception and  Nature checks

Weakness
Choose a type of damage you become Vulnerable to.

Fading
Choose Abilities to lose stats from, Fading -2 means you'll lose two points of a stat on that level.

Combat Sickness
In combat you will always have a certain negative status effect on you, you can choose from these:
Poisoned, Burning, Blinded, Drunk, Frightened, Silenced, Bleeding, Dazed, Bane, Chill Touched, Slowed, Off-Balanced and Radiating Orb.

De-Feat
These are passives that do not come with any positives whatsoever, the ones you can choose from are:

  • Heal Allergy = Whenever you restore hitpoints or restore someone else's hitpoints, gain a stack of Super Debuffed.
  • Action Rotation = On turn start lose one of your actions, every turn removes a different kind.
  • Fragile = Take 1 extra damage from weapon attacks, scales with half your level.
  • Unskilled = -2 to all Abilities.
  • Unlucky = You cannot land critical hits and all hits on you become critical. (Not all enemies can crit, do not post a billion bug reports for this one please)
  • Delayed Reaction = When you take damage you lose your bonus action and half your movement speed for your next turn.
  • Shaky Hands = You have Disadvantage on weapon attack rolls.
  • Contagious = In combat you spread your Combat Sickness to your allies within 9m.
  • Elemental Pain = Take 2 additional damage from non physical sources.
  • Action Removal = Removes one action point.
  • Bonus Removal = Removes one bonus action and 1 AC.
  • Reaction Removal = Removes one reaction point and 2 AC.
  • Target Dummy = AC -5.

Cursed Blessing
These are highly situational passives that usually grants both positive and negative effects.

  • Double-edged = Attacking with Advantage damages yourself for 1d10 damage whilst attacking with Disadvantage deals 1d10 damage to your target.
  • Survival Instinct = For each Ability Point at 5 or lower, gain 3 AC.
  • Accidental Restoration = Missing a target heals it for 1d10 hitpoints.
  • Final Straw = When your hitpoints is at 10% or lower, frighten all nearby enemies within 9 meters.
  • Sadist = Hitting an ally grants you 1d4 hitpoints and makes you Happy for two turns.
  • Status Master = Statuses you can gain from this class gets applied to enemies when you hit them for 2 turns.
  • Personal Cost = All damage dealt is increased by 1d6, take 1d6 damage when you deal damage.
  • Inner Chaos = When hit by a spell or cantrip there's a 50% chance for Wild Magic to happen.
  • Critical Gamble = Gain Advantage on all attack rolls, but if you miss go down to 1 hitpoint.
  • Life Drain = Regenerate 1d6 at the start of your turn if you lost hitpoints the previous turn.
  • Surge of Power = Gain an extra action point. In combat you take 4d10 damage at the start of your turn.
  • Healthy Bash = Enemies above 50% hitpoints take 5 extra damage from your attacks and spells. Enemies below 50% take 5 damage less instead.
  • Enough is Enough = If you take damage from one of your weaknesses, gain Sanctuary until the start of your turn, you're then Sanctuary Blocked for two turns.
  • Masochist = Getting attacked grants you one extra Bonus Action until the end of your turn, if attacks directed towards you miss you become Sad. 
  • Patience = Gain one extra Reaction, your Initiative is severely decreased.

Hint of Potential
At level 5 you find a Hint of Potential within you, granting passives and abilities based on the classes in the base game. These all gets upgraded to a better version once your character reaches level 10. [Short/Long Rest if you do not get the upgraded version automatically]

  • Barbarian = Learn the ability Uncontrollable Rage, which makes you go into a rage but also get madness, losing control of your character. At level 10 you gain one extra of each action whilst raging.
  • Bard = Learn the ability Self-deprecating Joke, which is Vicious Mockery that hits both yourself and your opponent. At level 10 also learn Self-deprecating Dance, which makes you and your target both dance.
  • Cleric = Learn the ability Unworthy Sacrifice, sacrifice yourself to restore 50% max hitpoints to one of your allies. At level 10 it becomes Worthy Sacrifice that fully heals your ally instead.
  • Druid = Learn to summon a Owlbear Cub, which becomes a full fledged Owlbear once you hit level 10. If your Owlbear falls below half health it will turn hostile towards everyone.
  • Fighter = Learn Extra Attack, at level 10 learn Improved Extra Attack. Every time you attack something gain a stack of Debuff (-1 to all stats, can be removed with Help).
  • Monk = Increase your AC by 3 but take an additional 2 damage when you take damage. At level 10, AC goes to 5 and additional damage goes to 4.
  • Paladin = Gain Proficiency with all types of Armor and Shields, incoming damage is decreased by 1 but you lose half your movement. At level 10 the damage decreased goes to 3 and your movement gets quartered.
  • Ranger = Hitting a target with a ranged attack swaps your place with them, at level 10 you can fire one extra arrow.
  • Rogue = Number needed to crit reduced by 1, landing a Critical Hit or a killing blow creates a cloud of darkness around the user. At level 10 you become immune to blinded.
  • Sorcerer = Cantrips can trigger wild magic effects, at level 10 cantrips always trigger wild magic effects.
  • Warlock = Gain 1 spellslot for levels 1-3, at level 10 gain 1 spellslot for levels 4-6. When you cast a spell, take 10 damage per level of that spell and refund the used spellslot.(Upcasting does not refund, so upcasting a level 1 spell to level 6 will make you lose 10hp AND lose the level 6 spellslot)
  • Wizard = Gain 2 spellslots for levels 1-3, at level 10 gain 2 spellslot for levels 4-6. Spells have -5 on attack rolls.



Updates
Whenever I update the game I will add a small comment in Logs -> Changelogs. These will most likely not go in depth because I'm lazy ¯\_(ツ)_/¯


Notes from me
Bug reports/feedback/suggestions/endorsments and all other types of comments and posts are much appreciated!!! ^^

If you like what I do and want to support me you can do so here: Ko-fi Flemsus


My other mods
Keyblade Master Class - Kingdom Hearts