About this mod
Adds a new class to the game, Waste of Flesh.
Waste of Flesh is a class built around non-ideal and highly situational abilities, overcoming these obstacles should create a fun new way to play the game.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Level 1 - Personality Trait + Weakness
Level 2 - Cursed Blessing + Combat Sickness
Level 3 - Fading -2 + A Sign
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 - Cursed Blessing
Level 11 - Fading -6 + Divine 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 20 - Feat
Subclasses
The subclasses works like difficulty levels and determines how many of each you get per level (except regular Feats and A Sign):
Frail: 1
Cursed: 2
Doomed: 3
Forsaken: 5 (Fading 3, Weakness 4)
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
It's a personality trait, just not a very good one.
- Absent-Minded
Disadvantage on Perception, Investigation, and Nature checks.
- Clumsy
Disadvantage on Athletics, Acrobatics, and Stealth checks.
- Ignorant
Disadvantage on History, Religion, and Arcana checks.
- Social Anxiety
Disadvantage on Deception, Persuasion, and Intimidation checks. - Timid
Disadvantage on Performance, Animal Handling, and Insight checks. - Uncoordinated
Disadvantage on Sleight of Hand, Survival, and Medicine checks.
Choose a type of damage you become Vulnerable to.
- Slashing
- Bludgeoning
- Piercing
- Fire
- Cold
- Lightning
- Thunder
- Psychic
- Force
- Acid
- Poison
- Necrotic
- Radiant
Choose Abilities to lose stats from, Fading -2 means you'll lose two points of a stat on that level.
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
In combat you will always have a certain negative status effect on you, you can choose from these:
- Poisoned
Suffers Disadvantage on Attack Rolls and Ability Checks.
- Burning
Takes 1d4 fire damage per turn.
- Blinded
Shorter range for ranged abilities and Attack Rolls suffer Disadvantage. Attack rolls against Blinded creatures have Advantage.
- Drunk
Disadvantage on Dexterity and Charisma Checks.
- Frightened
Cannot move. Frightened entities also have Disadvantage on Ability Checks and Attack Rolls.
- Silenced
Cant speak or cast spells with verbal components, and is immune to thunder damage.
- Bleeding
Take 2 slashing damage at the start of each turn and has Disadvantage on Constitution Saving Throws.
- Dazed
Disadvantage on Wisdom Saving Throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
- Bane
-1d4 to Attack Rolls and Saving Throws.
- Chill Touched
Can not regain hit points.
- Slowed
Halfed Movement, Armour Class and Dexterity Saving throws -2, only one type of action per turn and no Reactions.
- Off-Balanced
Disadvantage on Strength and Dexterity Ability Checks, and Attack Rolls against entity have Advantage.
- Confused
Affected entity is hostile to everyone, wanders around aimlessly and occasionally skips their turn.
- Radiating Orb
-1 to Attack rolls per remaining turn. It also sheds a bright light around the entity.
- Frostbitten
Take 1d4 cold damage when attacking with a weapon.
- Maimed
Movement Speed reduced to 0 and has Disadvantage on Dexterity Saving Throws.
- Muddy
Halfed Movement, Attack Rolls against entity have Advantage while entity's Attack Rolls and Dexterity Saving Throws have Disadvantage. Removes Burning and grants Fire Resistance.
- Distracted
Entity cannot concentrate on spells. Any existing concentration effects end immediately, and the entity has Disadvantage on Intelligence-based Saving Throws.
- Fumbling
20% chance to fumble your weapon and drop it at the start of your turn.
- Conducting
Applies Conducted to yourself and nearby allies. Conducted deals 1d4 lightning to entity at start of turn and also applies Shocked.
- Clown
When applied burst out laughing for up to three turns. Takes 1d4 psychic damage per turn with a small chance to start laughing again.
- Stumbling
Movement costs more to use and there's a very small chance to fall Prone when moving.
De-Feat
These are passives that do not come with any positives whatsoever, the ones you can choose from are:
- Action Removal
Removes one action point.
- Action Rotation
On turn start, lose one of your actions, every turn removes a different kind. - Bonus Removal
Removes one bonus action and 1 AC. - Borrowed Time
In combat, you have a 5-turn countdown, once it reaches 0, you instantly die. - Contagious
In combat, you spread your Combat Sickness to your allies within 9m. - Delayed Reaction
When you are hit by an attack, you lose your bonus action and half your movement speed for your next turn. - Elemental Pain
Take 2 additional damage from non-physical sources. - Exhaustion
The lower your health, the more ability points you lose, up to 4. - Fate's Hand
When downed, become invulnerable, untargetable, and unable to heal for 5 turns. - Fragile
Take extra damage from weapon attacks, scales with half your level. - Heal Allergy
Whenever you restore hitpoints or restore someone else's hitpoints, gain a stack of Super Debuffed. - Hitpoint Lottery
Whilst in combat, you have the HP Lottery status (HP Lottery = Deals 1 damage when applied, 75% chance to reapply instantly. Effect refreshes at the start of your next turn). - Incompetent
-1 to most Dice rolls. - Plaguebearer
On death, inflict nearby allies with the Plague, making them die at the end of the turn. - Reaction Removal
Removes one reaction point and 2 AC. - Sensitive
Damage toward a Weakness deals additional damage. - Shaky Hands
You have Disadvantage on weapon attack rolls. - Terminal Sickness
Your Combat Sickness applies out of combat as well. - Target Dummy
AC -5. - 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). - Unskilled
-2 to all Abilities. - Unstable Life
There's a 5% chance to instantly die when damage is taken.
Cursed Blessing
These are highly situational passives that usually grants both positive and negative effects.
- Accidental Restoration
Missing a target heals it for 1d10 hitpoints. - Booster
Inflicting damage increases the target's damage for their next attack, this effect can stack. - Comeback Kid
Half your max hitpoints, restore all health when revived. - Critical Gamble
Gain Advantage on all attack rolls, but if you miss, go down to 1 hitpoint. - Double-edged
Attacking with Advantage damages yourself for 1d10 damage, while attacking with Disadvantage deals 1d10 damage to your target. - 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. - Featherweight
Permanently reduced in size and take halfed fall damage. - Final Straw
When your hitpoints are at 10% or lower, frighten all nearby enemies within 6 meters. - Healthy Bash
Targets above 50% hitpoints take 5 extra damage from your attacks and spells. Targets below 50% take 5 damage less instead. - Inner Chaos
When hit by a spell or cantrip, there's a 50% chance for Wild Magic to happen. - Kamikaze
On death, explode and deal 1d4 fire damage per character level in a big area around you. - Leap of Faith
Doubles jump distance, heavily increased fall damage. - Life Drain
Regenerate 1d6 hitpoints at the start of your turn if you lost hitpoints the previous turn. - Masochist
Being hit grants stacking AC and damage. These bonuses are lost when you deal damage or an attack against you misses, which also makes you Sad for 2 turns. - Overweight
Permanently enlarged in size and become easier to hit with attacks. - Patience
Gain one extra Reaction, your Initiative is severely decreased. - Personal Cost
All damage dealt is increased by 1d6, take 1d6 damage when you deal damage. - Sadist
Hitting an ally grants you 1d6 hitpoints and makes you Happy for two turns. - Status Master
Combat Sickness gained from this class get applied to enemies when you hit them. - Surge of Power
Gain an extra action point. In combat, you take 4d10 damage at the start of your turn. - Survival Instinct
For each Ability Point at 5 or lower, gain 3 AC. - Unbalanced Balance
Gain Advantage to Saving Throws for your abilities at 9 or lower and gain Disadvantage to Saving Throws for your abilities at 10 or higher.
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
Grants Proficiency with Ranged Weapons. 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 for three turns after landing a crit.
- 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.
A Sign
Is it a bird? Is it a dragon? No, it's a God!?!? Pick a Deity and aquire a minor buff from them. The choices are:
- Bahamut
If you weren't Dragonborn, you are now considered one. Non-physical attacks deal 1 additional damage. - Bane
Hitting a target makes them deal 1 less damage for a turn. - Bhaal
Critical weapon attacks deal 3 extra damage. - Corellon Larethian
+1 to Wisdom and Charisma. - Eilistraee
Gain Musical Instrument Proficiency and 1 Dexterity. - Garl Glittergold
Has a chance to fully dodge aoe attacks. - Gruumsh
+1 to attack and damage rolls whilst under 50% hitpoints. - Helm
Increases max hitpoints by your level amount. - Ilmater
Grant nearby allies 1 AC. - Kelemvor
+1 to Saving Throws. - Laduguer
Increased carry capacity. - Lathander
+1 to all abilities in sunlight, otherwise -1 to all abilities. - Lolth
+1 Strength and Constitution. - Mielikki
Immune to Difficult Terrain. - Moradin
Gain Proficiency with all weapon types. - Myrkul
5% chance to add a stack of Debuffed to the target on attack. - Mystra
Immunity to Charmed. - Oghma
+1 to spell attack rolls and Intelligence. - Selune
Learn Spiritual Weapon. - Shar
Learn Improved Minor Illusion. - Talos
Increased movement and deal 1 additional Lightning damage on weapon attacks. - Tempus
You can use Two-Weapon Fighting even if your weapons aren't Light. You cannot dual-wield Heavy weapons. - Tiamat
Melee attackers take 2 fire damage. - Tymora
Wouldn't you like to know? - Tyr
Ignore attacks of opportunity. - Vlaakith
Learn to Parry. - Yondalla
Once per long rest you can summon a chest containing food. - Atheist
No bonus.
Divine Blessing
Reaching level 11 within this class makes the Deity of your choice grant you an even stronger blessing than what you previously had before. These are the outcomes:
- Bahamut
Learn all dragon breaths. Non-physical attacks deal an additional 1 damage.
- Bane
Learn Bane Wave, a shout attack dealing Thunder and Necrotic damage that also inflicts Bane.
- Bhaal
Learn Power Word Kill (Executes under 50hp).
- Corellon Larethian
Learn Ethereal Step, become invulnerable and gain advantage on all attack rolls for 2 turns.
- Eilistraee
Learn Cloud Of Blades, works like Cloud Of Daggers but with additional Radiant damage.
- Garl Glittergold
Get 10 Luck.
- Gruumsh
+1 to attack and damage rolls whilst under 25% hitpoints. Take 2 less damage whilst under 50% hitpoints.
- Helm
Learn Holy Defender, works like Warding Bond but can target multiple allies.
- Ilmater
Nearby allies gain Bless and Blade Ward.
- Kelemvor
Learn Divine Flame, inflict Radiant damage to a target and Paralyze them for 2 turns. This instakills Undead.
- Laduguer
Learn Punish, deal 1d20 Necrotic damage to a target and heal self of 1d20. Targeting allies always damages and heals for 20.
- Lathander
Radiant light and learn Sunbeam.
- Lolth
Learn Wild Shape: Lolth Spider, deal an additional 2d4 Poison damage and permanently Poison nearby enemies.
- Mielikki
Learn Mielikki Growth/Entangle, enhanced versions of Spike Growth and Entangle.
- Moradin
Learn Forge's Fury, summoning an anvil that grants nearby allies 1d4 radiant/fire damage and +2 to attack rolls.
- Myrkul
Learn Create Undead. Chance to inflict Debuffed increased to 10%.
- Mystra
+3 to attack and damage rolls for spells and cantrips.
- Oghma
+2 to Intelligence, Wisdom and Charisma. Can see invisible things.
- Selune
Learn Globe Of Invulnerability.
- Shar
Learn Improved Darkness and gain immunity to blind for three turns after using it.
- Talos
Learn Lightning Storm, strike up to three times and inflict stun for 1 turn.
- Tempus
Learn Tempus Strike, dual-wielding attacks do not cost a bonus action.
- Tiamat
When you deal damage, inflict 1 additional Fire, Cold, Lightning, Acid and Poison damage.
- Tymora
Wouldn't you like to know part two?
- Tyr
Learn Hand of Tyr, Hold Person that can target more than humanoids, up to 3 targets for 3 turns.
- Vlaakith
Learn to Githyanki Parry.
- Yondalla
Learn Godly Aid, Aid that grants 40 max hitpoints.
- Atheist
No bonus.
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
Equipment Collection - Flemsus