Homebrew Red Mist Species Details
Fixer Subclass
The Red Mist converts violence into momentum. Every prolonged battle and every life taken feeds a growing reservoir of crimson energy, allowing the Fixer to surpass their ordinary physical limits through overwhelming Strength.
A Red Mist Fixer crushes armor, releases destructive waves through Heavy weapons, transforms E.G.O. into sealed crimson armor, and eventually becomes an untouchable storm of blades and mist.
Red Mist Features
| Fixer Level | Feature |
|---|---|
| 3rd | Power Hungry, Cave In, Crimson Touch |
| 7th | Great Split, Perfection of E.G.O. |
| 13th | The Strongest Rules |
| 15th | The Thick, Red Mist |
| 18th | Song of the Crimson Tears |
Power Hungry
3rd-Level Red Mist Feature
Raw Strength forms the foundation of your Red Mist abilities.
When initiative is rolled, you gain 1 Strength Point. Each Strength Point increases your Strength modifier by 1 without changing your Strength score. This increase affects every feature, attack roll, damage roll, ability check, saving throw, and calculation that uses your Strength modifier.
At the start of every third turn you take during the same combat, you gain 1 Strength Point.
In addition, when you kill a Medium or larger sentient creature, you gain 1 Strength Point. You can gain no more than 1 Strength Point from killing creatures during the same turn, regardless of how many creatures you kill.
For this feature, a sentient creature is a creature capable of independent thought and self-awareness, as determined by the DM.
When you gain a Strength Point by killing a creature, a thick red mist leaves its body and fuses with yours, further emphasizing your imposing presence.
Certain Red Mist features require you to expend Strength Points. You cannot expend Strength Points if doing so would reduce your current Strength modifier below +3.
All unspent Strength Points disappear when the combat ends.
If a Red Mist feature requires a saving throw, it uses the following save DC:
Red Mist save DC = 8 + your Proficiency Bonus + your current Strength modifier
Cave In
3rd-Level Red Mist Feature
Your Heavy weapon attacks strike with enough force to collapse armor inward.
When you hit a creature with a weapon you are proficient with that has the Heavy property, you can expend 1 Strength Point to crush a section of the protection covering the point of impact.
Choose one section of worn armor, natural armor, shell, plating, or comparable protection struck by the attack. Attacks capable of targeting that section treat the creature’s Armor Class as reduced by an amount equal to your current Strength modifier.
The DM determines whether an attack can reasonably target the crushed section based on the attacker’s position, the target’s anatomy, and the nature of the attack.
A particular section cannot be affected by Cave In more than once. If multiple sections are damaged, their Armor Class reductions do not stack against the same attack.
Cave In has no effect if the struck area is not protected by armor, natural armor, plating, or a comparable defensive covering.
HBB Note: The DM determines how long the damaged section remains a viable weak point. The Armor Class reduction can persist if the crushed section continues to provide inadequate protection, but it can end if the armor is repaired, replaced, restored, or otherwise ceases to be vulnerable.
Crimson Touch
3rd-Level Red Mist Feature
Whenever you damage a creature with a melee attack made using one of your limbs, an Unarmed Strike, a glove, a melee weapon, or another object held directly against your body, the creature’s blood mixes with traces of your E.G.O. energy and creates a thin mist around it.
Record the number of qualifying attacks that hit each creature during the current combat.
When you hit the same creature for the third time, the mist surrounding it thickens. The creature must make a Constitution saving throw against your Red Mist save DC.
On a failed save, the creature cannot see beyond 10 feet, and the next attack roll made against it has Advantage.
The thickened mist moves with the creature and fills its space together with every space within 5 feet of it. When another creature enters that area for the first time on a turn or starts its turn there, it must make the same saving throw.
On a failed save, that creature also cannot see beyond 10 feet, and the next attack roll made against it has Advantage. The mist does not create another area around a secondary creature affected in this way.
Immediately after an attack roll is made against an affected creature, whether the attack hits or misses, the mist dissipates from that creature.
On a successful save, a creature suffers no effect from that instance of the mist.
After the mist surrounding the original creature dissipates, you must hit it with three additional qualifying attacks before the thickened mist can form around it again.
Crimson Touch cannot produce its thickened effect around a creature that lacks blood or a comparable internal fluid. It also has no effect on a creature that does not perceive its surroundings through sight.
The mist’s color is always a mixture of your bright crimson E.G.O. residue and the natural color of the affected creature’s blood.
Great Split
7th-Level Red Mist Feature
You can channel E.G.O. energy through a Heavy melee weapon and release it as an unstable wave of destructive red mist.
To use Great Split, you must be wielding a melee weapon you are proficient with that has the Heavy property.
As an action, expend 1 Strength Point and choose Great Split: Horizontal or Great Split: Vertical.
For the attacks made as part of Great Split, the mist artificially extends the reach of your weapon throughout the chosen cone or line. Each creature within that area is therefore within your weapon’s reach for the purpose of those attacks.
The Necrotic damage dealt by Great Split increases as you gain levels in this class, as shown in the Great Split Damage table.
Great Split Damage
| Fixer Level | Necrotic Damage |
|---|---|
| 7th | 7d8 + your current Strength modifier |
| 13th | 8d8 + your current Strength modifier |
| 15th | 9d8 + your current Strength modifier |
| 18th | 10d8 + your current Strength modifier |
Great Split: Horizontal
You move up to 5 feet horizontally into an unoccupied space you can see. This movement does not expend your Speed.
You then swing your weapon with nearly more force than your body can withstand, releasing a violent burst of red mist through a 30-foot cone originating from you.
Make a separate melee weapon attack with the Heavy weapon against each creature in the cone.
On a hit, a creature takes the Necrotic damage shown in the Great Split Damage table.
If the creature is also within the weapon’s normal reach, it takes the weapon’s normal damage in addition to the Necrotic damage.
Great Split: Vertical
You move up to 5 feet upward or downward, provided you can do so by jumping, falling, or pushing away from a surface. This movement does not expend your Speed.
You then swing the weapon vertically and release a concentrated rupture through a 30-foot-long, 5-foot-wide line originating from you. The line extends either directly upward or directly downward, depending on the direction of your swing.
Make a separate melee weapon attack with the Heavy weapon against each creature in the line.
On a hit, a creature takes the Necrotic damage shown in the Great Split Damage table.
If the creature is also within the weapon’s normal reach, it takes the weapon’s normal damage in addition to the Necrotic damage.
Movement granted by Great Split can provoke Opportunity Attacks normally.
Perfection of E.G.O.
7th-Level Red Mist Feature
Your deepening combat experience grants you exceptional control over the defensive properties of your E.G.O.
You can manifest the Crimson Armor a number of times equal to your Constitution modifier, to a minimum of once. You regain all expended uses when you finish a Long Rest.
You cannot activate this feature more than once during the same combat.
When you take damage while you have fewer than half your Hit Point maximum, or when damage reduces you to fewer than half your Hit Point maximum, you can choose to manifest the Crimson Armor without taking an action or expending Strength Points.
This manifestation is optional. If you have no uses of this feature remaining, the armor cannot manifest. If the Crimson Armor is already manifested when you take the triggering damage, nothing additional happens, and the existing armor persists.
Being below half your Hit Point maximum when initiative is rolled does not cause the Crimson Armor to manifest. You must take damage while below half your Hit Point maximum or be reduced below that threshold by damage.
Alternatively, you can use a Bonus Action and expend 2 Strength Points to manifest the Crimson Armor before the damage trigger occurs.
Whenever the Crimson Armor manifests, you expend one use of this feature and gain a bonus to your Armor Class equal to your Proficiency Bonus. The armor remains until the combat ends.
The Crimson Armor completely seals your body and contains no openings or exposed gaps. Breathable red mist circulates throughout its interior.
While the armor remains, you do not need to breathe and are immune to harmful gases, vapors, inhaled poisons, and other effects that function only when breathed or inhaled.
The Strongest Rules
13th-Level Red Mist Feature
Your Strength allows you to impose your preferred outcome upon a contest rather than accept the result produced by chance.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
During combat, after you make an attack roll, damage roll, saving throw, or ability check, but before the outcome is determined, you can expend 1 Strength Point and one use of this feature to treat every die in that roll as though it had rolled its highest possible result.
If you use this feature on an attack roll, the attack automatically hits and is a Critical Hit.
If you use it on a saving throw or ability check, the roll automatically succeeds, including when the ability check is contested by another creature.
If you use it on a damage roll, every damage die in that roll deals its maximum possible damage.
The Strongest Rules cannot alter a roll made by another creature.
The Thick, Red Mist
15th-Level Red Mist Feature
As an action, you can expend 2 Strength Points to release a dreadful mist in a 60-foot Emanation originating from you. The mist moves with you and lasts for up to 1 minute.
Maintaining the mist requires Concentration, as though concentrating on a spell.
The mist heavily obscures the area for creatures other than you, but a creature within it can still see objects and creatures within 10 feet of itself. It cannot see anything beyond that distance.
When the mist appears, each other creature within it must make a Wisdom saving throw against your Red Mist save DC.
A creature must also make this saving throw when it enters the mist for the first time on a turn or starts its turn there.
On a failed save, the creature becomes consumed by paranoia and has Disadvantage on all saving throws until the start of its next turn.
On a successful save, the creature is immune to the paranoia caused by this use of The Thick, Red Mist until the start of its next turn.
This immunity applies only to the Disadvantage imposed by the paranoia. It does not prevent the mist from obscuring the creature’s vision, damaging it, or producing its other effects.
At the start of each other creature’s turn while it is within the mist, that creature takes 1d10 Necrotic damage.
Your Speed increases by 10 feet while the mist remains.
The first time you hit a particular creature with an attack during each use of this feature, the mist surrounding it forces itself into the open wound and expands violently through its tissues. The creature takes an additional 2d10 Necrotic damage.
A creature can take this additional damage only once during each use of The Thick, Red Mist.
Song of the Crimson Tears
18th-Level Red Mist Feature
You overload the Crimson Armor with your entire reservoir of red mist, causing Mimicry to fuse with the armor and duplicate itself across your arms.
You can use this feature a number of times equal to your unmodified Strength modifier, to a minimum of once. You regain all expended uses when you finish a Long Rest.
For this feature, your unmodified Strength modifier does not include bonuses granted by Power Hungry, magic items, spells, transformations, or other temporary effects.
As a Bonus Action, expend 3 Strength Points and one use of this feature to activate Song of the Crimson Tears.
You must have Mimicry manifested and unbroken to activate this feature.
The Crimson Armor manifests without expending a use of Perfection of E.G.O. Mimicry then fuses with it and creates a duplicate that extends from each of your arms.
These duplicate manifestations do not grant additional attacks beyond those you can normally make.
Song of the Crimson Tears lasts for 1 minute and requires no Concentration. You cannot willingly end it before the duration expires. It ends early only if you die.
For the duration, the Armor Class bonus granted by the Crimson Armor becomes equal to twice your current Strength modifier, replacing the bonus normally granted by Perfection of E.G.O.
Your Speed also increases by 15 feet, and you gain the Falling Tears ability.
Falling Tears
Your long jump and high jump distances are tripled.
You can jump normally as part of your movement without taking an action. During that movement, you can momentarily stabilize yourself against any solid surface, including a wall or ceiling, and immediately launch yourself into another jump.
Each jump must travel at least 5 feet and end at a landing point on a surface or creature capable of supporting or redirecting you. Consecutive jumps can end at the same landing point, on the same surface, or against the same creature.
You can continue moving between landing points in this manner as long as the total distance traveled does not exceed your available movement.
You can remain attached to a wall or ceiling when your movement ends. While attached in this way, you do not fall. If you end your turn without stable support and are not attached to a surface, you fall normally.
You can make attacks normally during this movement.
When you make a melee weapon attack after completing at least two jumps of 5 feet or more during the same turn, you have Advantage on that attack roll. The two jumps can use the same surface, creature, space, or landing point.
This benefit ends when Song of the Crimson Tears ends.
Crimson Restoration
When an attack you make during Song of the Crimson Tears deals the final blow to a creature, you regain Hit Points equal to the damage dealt by that single attack.
If the attack was part of a sequence containing multiple attacks, only the damage dealt by the attack that killed the creature restores your Hit Points. Damage dealt by the other attacks in the sequence does not contribute to this healing.
Red Mist Traits
Accumulate Strength Points through prolonged combat and kills, then expend them to crush armor, unleash catastrophic red mist attacks, manifest Crimson Armor, and force victory through raw power.
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