Finn's Tome of Lost Heroes

by AGerards

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Finn's Tome of Lost Heroes

PART II

Classes
Class Description Hit Die Primary Ability Saving Throws Armor and Weapon Proficiencies
Artifact Both a creature and a weapon, given sentience through powerful runic magic. d8 Charisma Constitution & Charisma Simple weapons.
Chrononaut A time traveling scientist with power in their convictions and advanced technology from the far future. d8 Dexterity & Intelligence Dexterity & Intelligence Simple weapons and all one-handed firearms
Disciple A radiant warrior and cooperator who assists their allies in battle with a luminous magic and sword in tandem. d10 Strength or Dexterity & Wisdom Strength & Wisdom Light and medium armor, shields, simple and martial weapons
Drakeblood A tribesman who steals blood and bone magic from ancient, bound Titans deep beneath the earth. d10 Strength or Dexterity & Charisma Constitution & Charisma Light and medium armor (nonmetal), shields (nonmetal), simple and martial weapons.
Mistborn A mystic scoundrel equally skilled with their innate art of allomancy and trained art of stealth. d8 Constitution & Wisdom Dexterity & Intelligence Light armor, simple weapons, shortswords, hand crossbows, rapiers, nets and whips
Psychic A strong minded practitioner of the ancient school of Psionic spellcasting. d6 Intelligence Intelligence & Wisdom Simple weapons
Seer A trained manipulator of chronomancy, able to see and manipulate the Time-Flow using games and visions. d8 Wisdom Wisdom & Charisma Light armor, simple weapons
Fisherman A warrior and skilled swordsman who also manipulates the Shinsu in the air to gain martial advantage. d10 Strength or Dexterity & Wisdom Strength & Dexterity Light and medium armor, simple, martial and exotic weapons
Light Bearer A mastermind and battlefield coordinator, using special magical Lighthouses and Shinsu magic to assist their party from the back lines. d6 Intelligence Constitution & Intelligence Light armor, quarterstaffs, knives, shortswords, maces, clubs, sickles, light crossbows, and hand crossbows
Scout An dexterous speedster and survivalist capable of manipulating Shinsu to reach near sonic speeds. d8 Dexterity Strength & Dexterity Light armor, simple weapons, shortswords, needles, hand crossbows, rapiers
Spear Bearer A long ranged, thrown weapon specialist who uses Shinsu to infuse their thrown attacks with magic. d10 Strength & Wisdom Strength & Wisdom Light and medium armor, shields, simple weapons, halberds, pikes, and tridents
Wave Controller A magical fighter who manipulates the power of natural Shinsu with the assistance from a mysterious Administrator to create spectacular pact magics. d8 Charisma Constitution & Charisma Light armor, simple weapons

Introduction

These new classes hope to offer unique play styles and flavors to games that offer them. They are all full and playable classes. The change log for all of them is at the end of their class description.

There are several classes that are blatantly based off of a certain franchise, such as the Disciple, which is a support class based off of the different covenants of light in the Dark Souls video game trilogy. There will be a note at the beginning of every class description about where inspiration was taken, so that the flavor text does not get confusing.

I also have linked these classes into themed "sets", pairing them based on their general flavor and utility. You will notice that all these classes imply they are rare and non existent in some game worlds, so check with your DM if they would allow you to play one of these classes.

The Old Magic

The Avatar, Drakeblood, and Psychic all are classes that result in magic that is far older than the well structured and scholarly magic of the arcane schools or otherwise. Avatars have existed for as long as deities and powerful spirits have wanted to exist on the material plane, Drakebloods and Psychics give rise to the more modern Rangers, Warlocks, Mystics and Wizards.

These three classes work very well in campaigns where magic is new or strange, and perhaps the well-regimented magic of the base 5e classes aren't as chaotic or "magic-y" for the DM's liking. They also all focus on physical alterations and mutations, and could be used for games in which magic physically changes a caster.

Bending Time

The Chrononaut and the Seer are two classes closly linked to chronomancy, the magic and mystical science of manipulating time and the multiple strands of time. Allowing the use of chronomancy and these types of characters, who at higher levels can time travel to alternate pasts and bring back things from the past, requires an experienced and flexible DM.

These two classes more than any require a certain type of suspension of disbelief that other classes don't, and they work amazingly in Sci-Fi inspired campaigns, such as Spelljammer or Ebberon type games.

Sunlight and Metal

Two classes, the Disciple and the Mistborn, are based off of two entertainment franchises- one being the Dark Souls video game trilogy and the other being Brandon Sanderson's fantasy book series Mistborn. Regardless, they are, in my mind, well suited to D&D, though they both rely heavily on certain objects being available in the environment- for the Disciple, it is at least two allies to hold their Token of Alliance, and for the Mistborn, it is metals and ample metallic objects to manipulate- otherwise their class features fall short.

Additionally, these two classes both operate on a form of Vancian Magic, which simply means you have to prepare individual castings of spells when you complete your long rest, as opposed to preapring many spells but casting them in any combination with spell slots. This can be cumbersome for players unused to it.

I've found the Disciple as a fantastic mechanical alternative to the Paladin (although the Paladin is a fun class in and of itself), and the Mistborn fits the same niche that Arcane Trickster Rogues and most Bards can.

Runic Weapons

The most recent class, the Artifact, is a strange take on the ideas between a magic weapon or sentient artifact. They are magical items that can take humanoid forms (or vice-versa), and work well with parties that can coordinate themselves.

Tales of Shinsu

And lastly, the last five classes- the Fisherman, Light Bearer, Scout, Spear Bearer, and Wave Controller- are listed at the end of the list because they are all together in a group called the Tales of Shinsu, all inspired by the webcomic Tower of God on Line Webtoon. They all manipulate a particular magical force in the air that sometimes flows into a liquid called Shinsu, and can likened to the raw stuff of matter in Limbo in a 5th edition D&D setting.

These classes are all designed to be unique standalone classes, and are all fueled by this Shinsu energy. If such an energy is non-existent in your game world, than these classes may not fit in, or they can be changed to manipulate elemental energies.

The Artifact

A high elf looks down at the oncoming orcs, runes and tattoos lining his body. As he places his hands over the runes, they burn with life, and his forearms morph to blade-like, clockwork appendages that whir with the sound of gears and oil. He smiles as the runic tattoos glow, and them leaps into the horde with his blades outstretched.

A gnome woman sits in her deep burrow, finishing the last touch on a long damaged golem. Eventually, she places her hand into it and causes a burst of acidic oil to surge into the creature as it lurches to life.

To the bandit's surprise, the king's blade leaps from his hilt, then transforms to a tall human woman with eyes lined with black runes. She raises a vial and causes a black liquid to magically fill it, shortly before it explodes to a fiery spray as she crushes it in her hands.

All these adventurers are something unique. Blessed, or cursed, with runes and clockwork internal body parts, they are all strange experiments known as Artifacts. Commanding the acid, fire, and lightning that powers their mechanical body and able to twist themselves into weapon forms, Artifacts are both feared and sought out, for they bridge the gap between enchanted weapons and magical powers.

Runic Weapons

Runic magic is the form of magic that animates the artifact. It is powered by a strong, acidic oil that is dangerous for any except the artifact and other creatures to touch, and often focuses on using that acid, and its generated fire or lightning, to create powerful elemental spells. The runes of an artifact appear as tattoos, and are usually inscribed when the artifact is created or animated. Artifacts are rare, but never accidental, as they are often the result of hours of a cult or research group's studies into the fusion of construct magic, weapon enchantment, and humanoid experimentation.

Artifacts combine their powerful elemental magic with many spells that manipulate, create, or identify magical weapons, which includes themselves. They are studious researchers of weapon forms and can even manipulate their runes to twist themselves into a sentient magical weapon known as a Weapon Shape, where they bind their souls with their wielder.

Artifacts also gain a reputation for devouring souls they slay, though this is only partially true- the artifact has the ability to siphon the acidic oil that they need to maintain their internal mechanics from the souls of slain enemies, but it can easily be obtained from food as well as freshly slain enemies.

Purposeful Creations

Artifacts are rarely created for without purpose. Often, they are either the products of an injured or slain person who was brought back to life by an master artificer or wizard, or some are created from sentient magical weapons or relics that are imbued with such magical energy that the it decided to manifest itself in a humanoid form. The acidic oil that fuels artifacts is dangerous for the creators to handle, and often causes injury or death in the inexperienced artificers who attempt to do so.

Regardless of their origin, all artifacts are created for a reason. Their creators often place it into their runes, so that their commands are always visible, and many artifacts who were created by evil or pragmatic artificers have their true powers locked away behind runic barriers until they complete their tasks. Most adventuring artifacts have a significant connection to their creator, whether they are following their orders or trying to hide or defeat them. Since it is such a dangerous task to make an Artifact, it is rarely undertaken by good artificers.

Creating an Artifact

When you create your artifact, think about how you were created and why? Why do you have the form or race that you do, and what is the history of the runes on your body? Make sure to check with your campaign's DM to see what organizations would be able to create an artifact, if any, and what that process entails.

Once you have chosen your origin, think about your runic goal, about why your creator made you. How does that interfere or align with the party's goals? Do you even know your origin, or are you searching or that? And think of how your part-construct form effects your personality or ideals.

Quick Build

You can make an artifact quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either your Dexterity or Constitution. Second, choose the inheritor or sage background.

The Artifact
Level Proficiency Bonus Features Natural Weapon Dice Weapon Shapes Known Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Natural Weapon, Unarmored Defense 1d4 2 2
2nd +2 Weapon Shape, Artifact Form 1d4 3 2 3
3rd +2 Soul Eater 1d4 3 2 4 2
4th +2 Ability Score Improvement 1d4 3 3 4 3
5th +3 Magic Weapon 1d6 3 3 4 3 2
6th +3 Form Feature 1d6 4 3 4 3 3
7th +3 1d6 4 3 4 3 3 1
8th +3 Ability Score Improvement 1d6 4 3 4 3 3 2
9th +4 1d6 4 3 4 3 3 3 1
10th +4 Form Feature 1d6 4 4 4 3 3 3 2
11th +4 1d8 4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 1d8 5 4 4 3 3 3 2 1
13th +5 1d8 5 4 4 3 3 3 2 1 1
14th +5 Witch hunter 1d8 5 4 4 3 3 3 2 1 1
15th +5 1d8 5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 1d8 5 4 4 3 3 3 2 1 1 1
17th +6 1d10 6 4 4 3 3 3 2 1 1 1 1
18th +6 Form Feature 1d10 6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 1d10 6 4 4 3 3 3 3 2 1 1 1
20th +6 Reaper 1d10 6 4 4 3 3 3 3 2 2 1 1

Class Features

As a artifact, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artifact level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: None
  • Weapons: All simple weapons
  • Tools: Smith's tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, History, Investigation, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a sickle or (b) any simple weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • a set of smith's tools, an arcane focus, and two daggers.

Spellcasting

Your ability to manipulate the magic that binds and creates you manifests in magical spells and incantations. See chapter 10 for the general rules of spellcasting and the end of this class description for the artifact spell list.

Cantrips

You know two cantrips of your choice from the artifact spell list. You learn additional artifact cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artifact table.

Preparing and Casting Spells

The Artifact table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these artifact spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artifact spells that are available for you to cast, choosing from the artifact spell list. When you do so, choose a number of artifact spells equal to your Charisma modifier + your artifact level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level artifact, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell runic counter, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of artifact spells requires time spent recalibrating yourself and the runes along your body: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your artifact spells. Your magic comes from your innate ability to manipulate your own runes and enchantments. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an artifact spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artifact spells.

Natural Weapon

You are able to alter your body using runic enchantment, changing yourself into part weapon form . You gain the following benefits while you are not wearing armor or wielding a shield:

  • You may use an action to grow natural weapons, such as small blades or spikes, from your limbs for 1 minute, in a state referred to as your Natural Weapon Form. This form changes your Unarmed Strike damage type to either bludgeoning, piercing, or slashing damage and increases its damage dice to 1d4. You may use a bonus action to dismiss this form early. It also ends early if you are ever incapacitated. The Natural Weapon damage dice increases at certain levels, as shown on the Natural Weapon damage table. You lose your Natural Weapon Form if you don a shield or any armor.
  • While you have your Natural Weapon form and you make an attack with a weapon you have chosen as one of your Weapon Shapes or with your Unarmed Strike, you may use your Charisma modifier for attack and damage rolls, instead of your Strength modifier.
  • Once per turn, whenever you successfully shove or grapple a creature while you are in your Natural Weapon Form, you can also choose to deal your Natural Weapon's damage to them.

Unarmored Defense

Your body is resilient, as if forged of metal. While you are not wearing armor, wielding a shield, or wielding a weapon you are not proficient with, your Armor Class is 10 + your Dexterity modifier + your Charisma modifier.

Weapon Shape

At 2nd level, you can shape your own body into a new form called your Weapon Shape. You learn up to three weapons of your choice that you can transform into, and you are proficient with them if you are not already. You learn new weapon shapes as you gain levels in the Artifact class, as shown on the Weapon Shapes Known table. You must have seen and become somewhat familiar with a weapon to learn it as a Weapon Shape. As a bonus action, you may twist and form yourself into this form, taking on one weapon whose Weapon Shape you know.

When you take on a Weapon Shape, you turn fully into your chosen weapon, with all your equipment melding into your new form as you transform. If the weapon you transform into requires ammunition, you magically create spectral ammunition when used for an attack, which disappear after making their attack or when you transform back. As part of this bonus action, you must designate one willing creature within 30 feet of you and bond yourself to them. You then teleport to that creature’s hand, and they may wield you as a weapon if they wish. You are considered a Construct in this form.

When a bonded creature deals deal damage using your Weapon Shape, they deal either your weapon’s normal damage or your Natural Weapon damage, whichever is higher. A bonded creature is always considered proficient with your weapon shape, and may use either your bonus to hit and damage for weapon attacks made with your Weapon Shape or their normal weapon attack bonus, whichever is higher. While in your Weapon Shape, you have the following modifications:

  • You have a movement speed of 0 in this form, but can always use your bonus action to teleport up to 30 feet if you would end your turn within 5 feet of your bonded ally.
  • On your turn while you are in this form, you can communicate telepathically to your bonded ally when you are within 30 feet of them, but cannot otherwise communicate outside of using magic. You always know the location and direction of your bonded ally.
  • You can perform the Verbal, Somatic, and Material components for any Artifact spells while in your Weapon shape, granted you had the Material components on your body when you transformed or if they are on your bonded ally’s body while you are within 30 feet of them. Whenever you cast an Artifact spell that has a range of Self, you may choose for it to target either yourself or your bonded ally.
  • Whenever you would make a weapon attack while in your Weapon Shape, such as through the Attack action or through a spell or cantrip, you cannot make the attack but instead infuse your hilt with a glowing rune until the beginning of your next turn. The next time your bonded ally makes a weapon attack with you, they can expend this rune to make one more weapon attack directly after their attack roll. If you take the Attack action while in Weapon Shape, your ally may use their reaction immediately afterwards to make a weapon attack against a creature within your weapon range. You may make spell attacks as normal on your turn. If the weapon attack would have a special effect, such as a shove attack or a Green Flame Blade cantrip, it applies on the first weapon attack that your bonded ally makes with you before the beginning of your next turn, not necessarily on the extra attack you grant them.
  • While you are within 5 feet of your bonded ally, you can use your reaction to cause any spell or attack made against your bonded ally to target you instead, and creatures may target you with attacks only if they know that you are an Artifact. Regardless, any damage that you or your bonded ally take while you are in your Weapon Shape is split between the two of you equally, with you taking more damage on an odd damage roll.
  • If you cast a spell that targets a weapon you are holding, such as Magic Weapon, you can target yourself, but the effect only is active while you are in your Weapon Shape. Leaving your weapon shape doesn’t end the spell's effect, but it is instead suppressed until you return into an appropriate Weapon Shape.

This form lasts for a number of minutes equal to 10 times your Artifact level. It ends early if your bonded ally moves more than 30 feet from you or if either you or your bonded ally falls unconscious, after which you immediately revert to your normal form. You can drop the form early as a bonus action on your turn.

You may use this ability a number of times equal to your Charisma modifier, regaining all uses after completing a short or long rest.

Artifact Form

You gain insight into what form your Artifact truly takes. Choose one of three Artifact forms- the Catalyst, the Hex, or the Aegis.

Depending on your choice of Artifact Form, you gain extra spells based on your choice at certain levels, which you always have prepared and which do not count against your total prepared spells. You also gain a new way to use your Weapon Shape.

Your choice of Artifact Form also grants you additional features at levels 6, 10, 14, and 18.

Soul Eater

At 3rd level, you have become adept at siphoning the life force of others. Whenever you reduce a hostile creature within 30 feet of you to 0 hit points, you can choose to recover hit points equal to your Natural Weapon dice.

You can use this ability once per round, recovering your use of it at the beginning of each of your turns. If you are bonded with an ally, you can choose to give any number of those hit points to either yourself or that ally, after you have rolled the dice.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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.

Magic Weapon

At 5th level, attacks with your Natural Weapon Form and your Weapon Shape are considered magical for the purposes of overcoming damage resistances and immunity.

Witch Hunter

At 14th level, whenever your bonded ally deals damage to a creature with your Weapon Shape, you may use your reaction to immediately end the Weapon Shape and cause a burst of runic energy to crash down on them. If the creature can cast spells with spell slots, such as by using the Spellcasting or Pact Magic features, they must succeed on a Constitution saving throw or be effected by the shock, taking 2d6 force damage plus an additional 1d6 of force damage for every level of spell slot they had remaining, to a maximum number of d6s equal to your Artifact level. They still take half as much damage on a failed save.

If the target cannot cast spells using spell slots, this ability fails.

Once you successfully use this ability against a creature, you cannot use it and you cannot you use your Weapon Shape feature again until you complete a long rest.

Reaper

At level 20, you have perfected your capabilities to become one of Death’s personal weapons. Whenever you deal damage to a creature using a Natural Weapon or Weapon Shape attack, and that creature’s hit points are lower than 20 or their total number of hit dice, whichever is higher, than that creature must succeed on a Constitution saving throw or be immediately reduced to 0 hit points.

Additionally, whenever you recover hit points from your Soul Eater feature, you can also choose to recover one expended spell slot that is of 5th level or lower.

Once you have recovered a spell slot using feature, you cannot do so again until you complete a long rest.

Artifact Forms

Not every Artifact is the same, and each comes with a different form that determines how they use their runic magic. This form is their true state, and they can release a particularly powerful set of unique abilities using them.

There are three forms to choose from- the Catalyst, the Hex, and the Aegis, although there are assumed to be other forms as well. Each has an alternative "Shape" ability than the weapons you can normally take the form of, and each provides a unique number of abilities.

The Catalyst

While all Artifacts are beings of immense magical power, catalysts are unique things that often used to store the souls or powerful magic of great magical beings, such as Djinnis or Archmages. Catalysts often take the form of Rings, Rods, Staffs, or another other magical focus, but can be nearly any enchanted object.

Catalyst Form Artifacts can share some of their magical power with their allies, and are able to create powerful magical illusions and psionics that assist in their ally physical attacks.

Catalyst Spells
Artifact Level
2nd Disguise Self, Neuron Burst °
3rd Phantasmal Force, Nystul’s Magic Aura
5th Nondetection, Psybeam °
7th Phantasmal Killer, Hallucinatory Terrain
9th Mislead, Synaptic Static

Bonus Cantrip

When you choose this Artifact Form at level 2, you learn one additional Artifact cantrip of your choice. This does not count against the number of Artifact cantrips you know.

Focus Shape

Also at 2nd level, you gain the ability to turn into a form that augments your own magical power as well as others. You may use a use of your Weapon Shape to instead turn into your Focus Shape, which is generally the form of an arcane focus that is not a weapon.

In your Focus Shape, you gain the following modifications to your Weapon Shape feature:

  • Your bonded ally cannot attack with you as a weapon and you cannot store attack runes for them while in this form.
  • While held by your bonded ally, you can use a bonus action on your turn to designate one Artifact Cantrip you know. Until the beginning of your next turn, that Bonded Ally can cast the selected cantrip on their turn as if they were an artifact of your level, using your spell save DC and spell modifiers.
  • You can be used as a spellcasting focus for any spell that your bonded ally casts.

Spell Sword

At 6th level, whenever you use an Action to cast a cantrip, you may make a single weapon attack as a bonus action.

Illusory Shield

At 10th level, whenever you are concentrating on an illusion spell, you and your bonded ally both have advantage on saving throws against spells or magical effects.

Genie Hunter

At 18th level, you can target any creature with your Witch Hunter even if they do not have the Spellcasting feature, and instead choose to use your own or your bonded ally’s spell slots as a point of reference instead of your target’s spell slots.

Additionally, you can still use your Weapon Shapes as normal after using using your Witch Hunter feature.

The Hex

Artifacts have a terrible reputation for being cursed, and it is in no small part due to Hexes. Hex Form Artifacts are small objects that bind themselves to enemies and control them in battle, or charm and magically manipulate them out of battle. Hexes often take the form of twisted crowns, chains, daggers, or other small, restraining objects.

Hex Form Artifacts can control forces of shadow and can force themselves onto an enemy as their bonded weapon, possessing them to fight against their allies.

Hex Spells
Artifact Level
2nd Hex, Command
3rd Suggestion, Mana Leech °
5th Bestow Curse, Vampiric Touch
7th Compulsion, Create Chimera °
9th Geas, Dominate Person

Betrayer

When you choose this Artifact Form at 2nd level, you gain temporary hit points equal to half your Artifact level + your Charisma modifier whenever your bonded ally is reduced to 0 hit points.

Cursed Shape

Also at 2nd level, you can choose to curse yourself when you enter into your Weapon Shape. When you enter your Cursed Shape, choose either a usual Weapon Shape or a chain, necklace, crown, or similar binding object. You then may choose a creature within 30 feet of you to become your bonded ally. You teleport to that creature, and they become forcibly bonded to you. While bonded in this way, that creature cannot directly attack you, nor can they willingly let go of you.

While in your Cursed Shape, you gain the following modifications to your Weapon Shape feature:

  • When you make your Cursed Shape, you may choose whether or not you are one of your Weapon Shapes. If you are not, than your bonded ally cannot attack with you as a weapon and you cannot store attack runes for them while in this form.
  • While held by your bonded ally, you can use an bonus action on your turn to designate a single creature you can see within 60 feet of you as your target, and they remain your target until the beginning of your next turn. Every time your bonded ally attacks a creature who is not your target, even if you have not designated one, they take necrotic damage equal to your Natural Weapon dice + your Charisma modifier. Your bonded ally knows they will take this damage if they attack a creature who is not the target, and they know who your target is.
  • When your bonded ally takes damage, it is not split between you two, though damage dealt to you is still split between you and your bonded ally.
  • Your bonded ally has disadvantage on saving throws against enchantment and necromancy Artifact spells you cast.

Your bonded ally may use an Action on each of their turns to make a Charisma Saving throw, ending your Weapon Shape early on a success. If they are targeted by a remove curse spell or similar ability, your bond is broken and you end your Weapon Shape early.

Compelled Strike

At 6th level, when a creature within 30 feet of you makes a weapon attack as part of an action, you can use your reaction to redirect all the attacks towards another creature you can see within that attack's range. The creature must succeed on a Charisma Saving Throw or be forced to make all their attacks on that turn against that creature.

A bonded ally you have bonded to using your Cursed Shape has disadvantage on this saving throw.

You can use this ability a number of times equal to 1 + your Charisma modifier, recovering all expended uses after completing a long rest.

Switch Ally

At 10th level, you can easily switch between bonded allies. When your bonded ally falls to 0 hit points, you can use your reaction to bond yourself to another ally within 30 feet of you instead of falling out of your Weapon Shape. If you are not in your Cursed Shape, this new ally must be willing as normal or the ability fails.

Domination

At 18th level, your commanding abilities can surpass most defenses. A creature who is immune to the charmed and frightened conditions are not immune to any charmed or frightened conditions caused by an Artifact spell you cast.

The Aegis

Some Artifacts were created for the purpose of protection, and these objects often were created by holy or noble orders to protect their charges and knights. They often take the form of helms, shields, cloaks, holy symbols, and other pieces of armor.

Aegis Form Artifacts can protect their allies in battle with their unique deflective abilities, and are much more resilient than other Artifacts.

Aegis Spells
Artifact Level
2nd Absorb Elements, Stone Roots °
3rd Aid, Warding Bond
5th Counterspell, Glyph of Warding
7th Death Ward, Stoneskin
9th Circle of Power, Wall of Stone

Sturdy Construction

When you choose this Artifact Form at 2nd level, you gain an additional 2 maximum hit points, and you gain 1 additional maximum hit point every Artifact level past 2nd.

Improved Defenses

Also at 2nd level, you gain proficiency with the shield, and you may use a shield and still gain the benefits of your Natural Weapon Form, Weapon Shape and Unarmored Defense features.

Armor Form

Also at 2nd level, you can choose to turn yourself into a piece of armor or another form of protective equipment when you enter into your Weapon Shape. When you enter into this Armor Shape, you may equip yourself into your bonded ally.

In your Armor Shape, you gain the following modifications to your Weapon Shape feature:

  • Your bonded ally cannot attack with you as a weapon and you cannot store attacks for them while in this form.
  • While worn by your bonded ally, you can use an action to store a special defensive rune which disappears at the beginning of your next turn. When either you or your bonded ally are targeted by an attack, either you or your ally may choose to expend the rune and roll your Natural Weapon dice, increasing both your ally's armor class and your own armor class by that amount until the beginning of your next turn.
  • While held by your bonded ally, you can use your action to grant both of you resistance to one form of damage of your choice until the beginning of your next turn.

Evasive Teamwork

At 6th level, whenever you use your Action cast an Artifact spell, you may then take the Dodge or Disengage actions as a bonus action on that same turn.

Additionally, when you take the Dodge or Disengage action while in your Weapon or Armor Shape, your bonded ally also gains their benefits.

Toughness

At 10th level, whenever you enter into your Weapon Shape or your Armor Shape, both you and your bonded ally gain temporary hit points equal to your Artifact level + your Charisma modifier.

Regeneration

At 18th level, while you are concentrating on an Artifact spell, you recover your injuries slowly. If do not have all your hit points at the beginning of your turn while you are concentrating on an Artifact spell, you recover hit points equal to your Natural Weapon dice + your Charisma modifier.

If you are in your Weapon or Armor Shape and you are held by your bonded ally, you may choose to have your bonded ally regain these hit points instead of yourself.

If you are ever incapacitated, you do not gain this benefit.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Create Bonfire
  • Control Flames
  • Dancing Lights
  • Green-Flame Blade
  • Lightning Lure
  • Mage Hand
  • Message
  • Minor Illusion
  • Prestidigitation
  • Shocking Grasp
  • Sword Burst
  • True Strike
1st Level
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Compelled Duel
  • Detect Magic
  • Grease
  • Identify
  • Magic Missile
  • Ooze Tendril°
  • Repair°
  • Runic Counter°
  • Searing Smite
  • Shield
  • Snare
  • Tasha's Caustic Brew
  • Tenser's Floating Disk
  • Tether°
  • Witch Bolt
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Aganazzar’s Scorcher
  • Alter Self
  • Arcane Lock
  • Blink Bolt °
  • Branding Smite
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Knock
  • Locate Object
  • Magic Weapon
  • Melf’s Acid Arrow
  • Psychic Null °
  • Shadow Blade
  • Shatter
  • Spider Climb
3rd Level
  • Caustic Oil °
  • Conjure Barrage
  • Conjure Heroic Spirit °
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Fear
  • Flame Arrows
  • Lightning Arrow
  • Melf’s Minute Meteors
  • Protection from Energy
  • Sending
  • Soul Greatsword °
  • Tiny Servant
4th Level
  • Banishment
  • Construct Affinity °
  • Enchant Item °
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Leomund’s Secret Chest
  • Otiluke’s Resilient Sphere
  • Summon Construct
  • Swift Attunement °
  • Vitriolic Sphere
  • Wall of Fire
  • Storm Sphere
5th Level
  • Animate Objects
  • Conjure Volley
  • Creation
  • Dismantle °
  • Hijack Spike °
  • Holy Weapon
  • Legend Lore
  • Rary’s Telepathic Bond
  • Skill Empowerment
  • Steel Wind Strike
  • Swift Quiver
  • Telekinesis
6th Level
  • Blade Barrier
  • Create Homunculus
  • Drawmiji’s Instant Summons
  • Investiture of Flame
  • Magic Jar
  • Mental Prison
  • Primordial Ward
7th Level
  • Crown of Stars
  • Fire Storm
  • Forcecage
  • Mordenkainen’s Sword
  • Power Word Pain
  • Simulacrum
8th Level
  • Antipathy/Sympathy
  • Clone
  • Mighty Fortress
  • Telepathy
  • Power Word Stun
9th Level
  • Blade of Disaster
  • Heroic Fate °
  • Invulnerability
  • Power Word Kill
Changelog

1.0- Class Launch!

The Chrononaut

A halfling staggers out of an opaque portal, wearing strange clothes and clutching a bizarre dagger. He looks about the tavern frantically as the rift shuts behind him, scrambling up to the tavernkeeper, asking- "What year is it?"

A human adventurer never made clear the origins of his glowing sword, insisiting that his magic created the beam of energy from the "wand's" hilt. His allies don't complain- it cuts as well as the next blade, despite its strange origin.

An elf catalogues new plant life in this region. Having only seen them in fossil records, her excitement is evident. She turns to the small, hovering drone by her side, dictating her notes to it.

Each of these adventurers are chrononauts, scientists from a time, and possibly another plane, far in the future from your own. Having crossed time and space to get to where they are, chrononauts are singularly focused scientists and researchers who follow strict sets of academic codes when tampering with the past- after all, who knows what their presence here might entail for the future.

Voyagers of Time and Space

Chrononauts have come far to get to where they are, traveling through scientific portals that bend reality and time. Oftentimes, a chrononaut's trip is one way, as they are not in their own past, but rather an alternate time line of their own past. Often, they will use powerful magic found in the world to send information back to their allies or other scientists, or perhaps they will leave files of information buried in what they know will become ruins, so that their research may benefit those in the future.

To solidify themselves in time line that they enter into, chrononauts forge a special scientific weapon called a Time Anchor. This object allows the chrononaut to dip in and out of time without causing potentially devastating paradoxes, and is the focus of a chrononaut's martial prowess.

Scientific Agents

The vast majority of Chrononauts come from far in the future, and their arrival often portends doom or despair, as most come to research important, and often catastrophic events. While some come to prevent ruin of a dystopian future at the source, at least for this time line, others are simply trying to research and observe the world in its state before. Some are refugees and fugitives who are fleeing the future for some purpose.

Regardless of origin, all chrononauts are, at their core, scientists. Holdable to a specific code of academia and ethics called their Prime Directive, each chrononaut draws strength from their resolve in their code and knowledge. Some of their abilities, though technological, may seem like magic, and many people throughout the world where magic is still prominent will assume that their science is nothing but wizardly tricks and charlatan behavior. Some chrononauts don't ever bother to correct those assumptions.

Creating a Chrononaut

Chrononauts are defined by their studies and code. As most of their background will be left in the future, they are all but alien to the new world that they have entered. Do you try to pass yourself off as a traveler from a land you know is far away? Or do you attempt to explain your situation, despite knowing most will not believe it? Some chrononauts might even have been launched through time by magical means, as opposed to scientific ones.

Quick Build

You can make a chrononaut quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the sage or far traveler background.

The Chrononaut
Level Proficiency Bonus Features Temporal Transistors
1st +2 Prime Directive, Unarmored Defense, Time Anchor
2nd +2 Temporal Transistors 2
3rd +2 Directive Feature 2
4th +2 Ability Score Improvement 2
5rd +3 Extra Attack 3
6th +3 Directive Feature 3
7th +3 Evasion 3
8th +3 Ability Score Improvement 3
9th +4 Recall Vitals 3
10th +4 Ability Score Improvement 3
11th +4 Temporal Transistors Improvement 4
12th +4 Ability Score Improvement 4
13th +5 Quickened Reflexes 4
14th +5 Directive Feature 4
15th +5 Scanner 4
16th +5 Ability Score Improvement 5
17th +6 Projected Surge 5
18th +6 Time Travel 5
19th +6 Ability Score Improvement 5
20th +6 Startled Halt 5

Class Features

As a chrononaut, you gain the following class features...

Hit Points

Hit Dice: 1d8 per chrononaut level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chrononaut level after 1st

Proficiencies

Armors: None
Weapons: Simple weapons, all one-handed firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Acrobatics, History, Medicine, Investigation, Insight or Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) 3 daggers or (b) a pistol and 20 bullets

(a) an explorer's pack or (b) a scholar's pack.

• Your Time Anchor, Tinker's Tools, and a simple weapon.

Prime Directive

Based on your original intention in traveling back or forwards in time and space, you must have a directive that fuels your exploits. Whether you follow your directive or not, the training that you receive before beginning your journey shapes your path from then on.

Choose a Prime Directive from Survival, Research, or Arcanum. Your choice determines the form of your Time Anchor and grants you additional features at levels 3, 6, 14. All choices are listed at the end of the class features.

Unarmored Defense

While not wearing armor or wielding a shield, your armor class equals 10 + your Intelligence modifier + your Dexterity modifier.

Time Anchor

You remain in this time line due to a special item called a Time Anchor. The Time Anchor is a weapon that allows you to apply Transistors and use Resolve abilities at higher levels. You are proficient with your Time Anchor.

Whenever your Time Anchor ability calls for a saving throw, the DC equals 8 + your Intelligence modifier + your Proficiency bonus. If you lose or break your Time Anchor, you may use 10 minute ritual and 10 gp per chrononaut level worth of materials to recreate it.

Temporal Transistors

Beginning at 2nd level, you can modify your Time Anchor in a certain way. You can create two transistors for your Anchor when you learn this feature. You may use an Action to change one transistor to another. You may only have one transistor attached at a time. Beginning at level 11, you may apply one additional transistor at a time. All transistors are listed at the end of the class document.

You learn to create one additional Transistor at levels 5, 11, and 16. During the course of your adventures, you may find other transistors very rarely from other Chrononauts. In a 4 hour period of experimentation that costs 100 gp per your Chrononaut level, you can modify it into a Transistor that you can use. You may not know a number of Transistors greater than half your Chrononaut level, and must forget another if you wish to learn a new one after this limit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Recall Vitals

At 9th level, you can recall how you physically were seconds before in combat, jumping your body back in time to its previous state. As a reaction at the end of another creature’s turn, granted you are not unconscious, you can choose to skip back in time to your state before that turn began. Remove any damage, status conditions, and beneficial effects gained during that turn. This reaction is taken before any Legendary Actions. Once you use this feature, you must finish a long rest before you can use it again.

Quickened Reflexes

At 13th level, time slows around you while you are in danger. Whenever you end your turn with less than half your maximum hit points, you can use up to two reactions before the start of your next turn. You can only use one reaction per trigger.

Scanner

At 15th level, you create a special device as part of your Time Anchor which you can use to identify aspects of a creature within 120 feet of you. This scanner emits a dim light out to 120 feet while scanning. As an Action, you select a creature within range. That creature must succeed on a Dexterity Saving throw against your Time Anchor DC or become scanned for 1 minute. While scanned, you can use a bonus action on your turn to determine certain aspects about all scanned creatures, choosing from the list below:

• You learn a chosen ability score.

• Any damage vulnerabilities or special weaknesses (such as a fire elemental's weakness to water)

• Their highest level of spell slot, if any, and their caster level. If they do not have a caster level, it appears as an inherent ability.

• Their highest saving throw.

• Any strange chemical or physical structures, such as acid glands in an ankheg.

• Any condition immunities.

• Their creature type and subtype.

This scanner is considered divination magic for the purposes of prevention and magical obscuring.

Once you determine aspects using this ability 3 times, all creatures lose the scanned effect from this scanner, and you must complete a short or long rest before you can use it again. You regain all uses of the scanner’s determine aspect ability once you complete a short or long rest.

Projected Surge

Beginning at 17th level, you can use your action to bolster an ally within 30 feet of you with a surge of swiftness. When you do so, the ally may take two actions on their next turn, granted you are still conscious when they take the second action.

When you use this ability, make an Intelligence Saving Throw against a DC of 15 at the end of your turn. If you fail, you are paralyzed until the end of your next turn and cannot use this ability again until you complete a short or long rest. Each time you use this ability past the first time between short rests, increase the DC by 4.

Time Travel

Beginning at level 18, you can step back in time. By spending a 1 hour ritual trying to jury rig a time traveling device, you can create a medium sized portal using your Tinker's Tools. At the end of the hour, make an Intelligence (Tinker’s Tools) check. The DC equals 12, and increases by 1 per every 100 years you wish to travel into the past, to a maximum of increased amount of years equal to 100 times your chrononaut level. If you succeed, you create an identical portal in the same space in the past, and it opens a portal to the past. If there is no space to place the portal, the feature fails and is treated as if you failed your Tinker's Tools check.

While in the past, you are in an alternate timeline. Anything you do or change in this timeline will not effect the timeline you return to, and you cannot bring creatures back to this timeline. However, when you return from this timeline, you may bring any number of items with you, so long as they do not exceed your carrying capacity. When the portal closes on either side, any creatures on the alternate timeline are immediately teleported back to their original time, back where they first entered the portal.

If you exceed your carrying capacity when the portal closes, you become stuck in the alternate timeline, with no means of returning to your original time. If you create another portal after one week has passed in the alternate past, it instantly links back to the spot and time when you cast the first created the portal that sent you to that past, which immediately pulls you through and then ends. If you are exceeding your carrying capacity, you may choose to drop any number of items before being pulled through, or you are stuck in the alternate timeline. If a creature in the alternate timeline is targeted by a dispel magic spell (8th level or DC of 18), they are instantly brought back to their own timeline in the time and space from which they were teleported away. You lose all items acquired in the alternate timeline when sent back in this manner.

The portal remains for 1 minute in your timeline, but remains for 1 week on your destination. When a portal is created, traveling each way can only be used once per person. Every time you create a new portal, you enter into a new alternate timeline.

Once you have attempted this ability, you must wait until you complete a long rest before you can attempt it again. If you successfully use this ability, you must wait for 7 days before you can use it again.

Startled Halt

Beginning at 20th level, whenever you roll initiative, you may choose to use your reaction before the round starts to cast Time Stop without using a spell slot. Once you cast Time Stop in this way, you may not do so again until you complete a long rest.

Prime Directives

Reflecting the training and focus of the chrononaut before they left their time, and their pursued objectives once they enter into their new time, Prime Directives are scientific paths that each chrononaut travels down.

Each Directive has a strict code for how they interact with the past. Failing to follow your code restricts you from using any Resolve Abilities or Resolve Powers (features gained at 1st and 6th levels) until 24 hours have passed from the offending case. Particularly severe cases may prevent your resolve for longer, depending on the DM's discretion.

Survival

Your code is that of survival. Perhaps you are a fugitive, or you were tossed through time in an accidental vortex, but the fact remains that you were not fully prepared for what will happen next. Survivalists must focus all of their resources on staying hidden amongst the populace, and can even erase themselves from past memories.

Code

• You must never actively place yourself in history, either in infamy or fame.
• You must not allow others to take or dissect your scientific equipment.

Bonus Proficiencies

When you select this Directive at level 1, you become proficient in two of the following skills- stealth, sleight of hand, survival, or deception.

When you use one of this skills and you have your Blink Knife in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills.

Resolve Ability: Displacement

At 1st level, before you take your move action on your turn, you may focus on your Time Anchor to cause a sudden displacement of space and time around you. As an Action, choose either yourself or a creature within 10 feet of you. You may teleport that creature using your movement speed, moving 5 feet per every 10 feet of movement speed.

When you move a creature this way, you cannot take a move action this turn. The creature must land on solid ground and can only move horizontally. To target an unwilling creature, they may make a Charisma Saving throw against your Time Anchor DC, ignoring the effect on a success.

You may only use this ability once per round, and a creature that resists the effect may choose to resist the effect at will for the next 24 hours.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Resolve Power: Second Chance

Beginning at level 6, as a reaction whenever you fail a skill challenge against another creature or fail a skill check, you may surge temporal energy to cast yourself back slightly and attempt to succeed. You may make the check again, and you must use the second roll.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Complete Erasure

Beginning at 14th level, whenever you are moving stealthily or attempting to hide, you leave no trace of your presence as you slightly change space where you sneak by. Even people who see you in passing have no memory of you when you are trying to stay hidden, though people who are familiar enough to know your name or are familiar enough to be considered acquaintances or friends are unaffected.

You and allies within 15 feet of you cannot be tracked except by magical means while you are alive. When you die, traces of you return, as tracks, memories, and other indicators of your presence are returned to your rightful time line.

Research

Your code is that of scholarly interest. Perhaps you are a scientist sent to catalogue history as it happened, or perhaps you are searching to change the future and bend it to your will, for good or ill. Researchers are well-equipped to handle any danger, and can create small robotic drones to assist them in their endeavors.

Code

• You must record and seek out knowledge of your chosen subject.
• You must not let your emotions effect your research, and must record things with the utmost objectivity.

Bonus Proficiencies

When you select this directive at 1st level, you become proficient in two of the following skills- history, religion, medicine, or nature.

When you use one of this skills and you have your Blaster in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills.

Time Anchor: Blaster

At 1st level, you craft a Time Anchor in the form of a laser-firing sidearm called a Blaster. It is a ranged weapon with a short range of 60 feet and a long range of 150 feet. It does not consume ammunition, and deals 1d6 force, fire, or radiant damage, your choice when you gain this Time Anchor.

Resolve Ability: Scarab Drone

At 1st level, by focusing on your Blaster, you may shoot a special projectile towards a creature or object within 60 feet of it as an Action. Make a ranged attack against the object, dealing no damage on a hit. However, once it hits, the projectile becomes a tiny, near-undetectable drone that vaguely resembles a scarab beetle latched onto its surface. A creature hit by the object who suspects it may be on their person may use a Wisdom (Perception) check every minute against your Time Anchor DC. Creatures do not feel when they have been hit by a Scarab Drone.

By using a small panel that opens up on the side of your Blaster, you can see through it’s eye, which can rotate to perceive anything in a 180 degree, 60 foot cone from where it is latched on. The drone resolution is too grainy to make any details out beyond 60 feet. The Scarab Drone has darkvision out to 60 feet. You can access your Scarab Drone so long as you are on the same plane of existence. The Scarab Drone can be destroyed as an action, and deactivates after 3 days, when it’s battery ends. It is destroyed if you shoot a new Scarab Drone.

Upgraded Anchor

Beginning at 3rd level, you can apply one extra transistor to your Time Anchor at a time.

Resolve Power: Remote Detonation

At 6th level, as a bonus action while you have a Scarab Drone attached to a creature or object within 30 feet of you, you may activate a self-destruct sequence within the Scarab Drone, causing it to explode in a 10 foot radius sphere around where it was attached. Any creature within that area must succeed on a Dexterity saving throw or take 2d12 fire damage, or half as much on a successful save. If the Scarab was attached to a creature, that creature had disadvantage on its saving throw.

This damage increases as you gain chrononaut levels, to 3d12 at level 11, and 4d12 at level 17. Once you use this ability, you cannot create another Scarab Drone until you complete a short or long rest.

Research Drone

At 14th level, you create a mechanical ally to assist with combat and research. Choose a beast with a CR of 1/4 or lower to serve as the basis for the Drone’s statistics. Additionally, it gains a number of ability score increases equal to yours, although it cannot learn feats or adjust its Intelligence score. It’s hit die and therefore hit points equal your level, and it uses your proficiency bonus for all skills and attacks. The Drone has the construct type. The construct has an intelligence score equal to yours. It can only recover hit die or use hit die if you are resting alongside it to help repair it. If your Research Drone dies, you may spend 1 workweek and 1000 gp worth of materials to create a new one, identical to the one that was lost.

Your drone can assist you with research and record information for you. When you use any Intelligence check to recall information or synthesis information you have gathered, your drone can always assist you, granting you advantage on the roll. Your drone can record and play back up to 2 hours of audio or visual feedback.

In combat, your drone rolls it’s own initiative, and you decide what the drone does on its turn. Your drone cannot use any multiattack trait it may have. Your drone can make a single Blaster attack on its turn, mimicking all functions of your own Blaster to do so.

Arcanum

Your code is that of future magicians or magic-seekers. Most Arcanists come from timelines in which magic is all but gone, but perhaps they need to rediscover magic and save their time, or they seek to learn magic lost to time. Arcanists seek ancient magic and begin to learn it on their own, alongside their own scientific advancements.

Code

• You must seek out strange and new magic to record or study.
• You must not destroy or ruin arcane texts or scrolls.

Bonus Proficiencies

When you select this Directive at level 1, you become proficient in two of the following skills- arcana, religion, persuasion, or investigation.

When you use one of this skills and you have your Light Blade in existence within 5 feet of you, you may use your Intelligence modifier instead of the regular modifier for the chosen skills.

Time Anchor: Light Blade

At 1st level, you forge your Time Anchor to modeled after magical blades of old. The light blade is a technological sword-hilt that extends into a glowing blade of energy when activated. It is a finesse, one-handed melee weapon that deals 1d8 force, fire, or radiant damage, you choose which type when you create your blade.

You can use a bonus action to retract or summon the blade. While summoned, the light blade emits dim light for 20 feet.

Resolve Ability: Arcane Swordsman

At 1st level, choose any cantrip that requires either a melee weapon attack or a melee spell attack. While you have your Light Blade summoned and on hand, you may cast this cantrip, with Intelligence as your spellcasting modifier.

If you have a spell book or a scroll of an appropriate cantrip at the end of a long rest, you may choose to switch your cantrip to the one in the scroll. You can always change it back to your original chosen cantrip after a long rest, even without a spell book or scroll of the appropriate type.

Specialized School

At 3rd level, select 1 school of magic to be your specialized school. You can cast detect magic and identify at will without requiring material components, but you can only sense or identify magical objects of the same type as your specialized school.

Spellcasting

When you reach 3rd level, you augment your scientific prowess with the arcane ability to cast spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Arcanum Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Arcanum Spellcasting
Chrononaut Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from your chosen specialty school of magic on the wizard spell list. The Spells Known column of the Arcanum Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from your a spell of your choice from your specialty school of magic, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell o f 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a spell from your specialty school, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Resolve Power: Martial Magic

Beginning at 6th level, whenever you use your action to cast a cantrip, you may use a bonus action to make an attack with your Light Blade.

Magical Sunder

At 14th level, whenever you hit a creature with your Light Blade, they have disadvantage on the next saving throw you force them to make with a spell of yours before the end of your next turn.

Temporal Transistors

Each Transistor listed here can be crafted at certain levels. You must fulfill the prerequisites of the Transistor before you can learn it, either by finding one or by leveling up. You gain 2 transistors at levels 2, and 1 Transistor at levels 6, 11, and 16.

You may apply one extra Transistor at level 11.

Overcharge

You overcharge the power of your Time Anchor. Any damage die it may have increases by one size, for example, from 1d8 to 1d10, to a maximum of 1d12. At 11th level, the die increases by two sizes while using this Transistor.

Taser

Prerequisite: Research Directive, 5th level
When you hit a creature with your Blaster twice on your turn, you can use a bonus action to force that creature to make a Constitution Saving throw against your Time Anchor DC. On a failure, they are stunned until the end of your next turn. Once a creature succeeds against this Saving throw, they are immune to it for the next 24 hours. Beginning at level 11, the target is paralyzed instead of stunned.

Anchor Copy

Your Time Anchor becomes a light weapon, if not one already, its damage die decreases by 1 size, for example, from 1d8 to 1d6, to a minimum of 1d4. As a free action, you can conjure a direct copy of your Time Anchor in your off-hand. This Anchor copy cannot be outfitted with any different Transistors, but retains the transistors applied to your original Time Anchor. If you let go of the Anchor Copy, except while throwing it as an attack, it disappears. If you throw it as an attack, it disappears as soon as it hits or misses.

Beginning at level 11, you may add your ability modifier to the damage of the off-hand attack with your Anchor Copy.

Element Shift

When you use your action to apply this transistor, choose any damage type. Your Time Anchor’s damage type becomes that type for as long as this Transistor is applied.

Beginning at 11th level, you may choose two elements once you apply this Transistor. Whenever you deal damage, you choose which element to use for the damage calculation.

Missile Deflection

Prerequisite: Survival or Arcanum Directive, 5th level
When targeted by a ranged attack from a target you can see, you may use your reaction to attempt to parry one weapon from the air, adding your proficiency bonus to your armor class against all ranged weapon attacks from that target until the end of its turn. You must be holding your Time Anchor to use this reaction.

Shield

While in combat, a small shield of force appears around you. You gain a +1 bonus to armor class and cannot be targeted by magic missile.

Beginning at 11th level, you gain resistance to force damage.

Targeting System

You may use your Intelligence modifier to attack and damage with attacks made using your Time Anchor.

Supernatural

Your attacks with your Time Anchor are considered silvered for the purposes of damage reduction and immunity.

At level 6, your attacks are considered magical for the purposes of damage reduction and immunity.

At level 11, your attacks ignore all resistance the creature may have to them, and still deal half damage of the creature would be immune.

Dopplegänger

Prerequisite: Survival Directive, 5th level
While you have your Time Anchor out, you may use a bonus action directly after using your Displacement to create a clone of the displaced creature. This clone cannot speak or attack, and has none of the informational memories or traits of the target, but is corporeal and will obey orders to the best of its abilities. This dopplegänger is a construct with an AC equal to yours, 1 hit point, and the construct type, but it has all the same ability scores, skills, proficiencies, and saving throws as the displaced creature otherwise had. A doppelgänger can only be summoned once every 10 minutes, and disappears once a new doppelgänger is created or when you un-equip this Transistor.

At level 11, you can use your reaction to cause the doppelgänger to ignore one instance of damage, granted you can see both the doppelgänger and the source of the damage.

Throw Blade

Prerequisite: Arcanum Directive, 5th level
When you attack with your blade, you may throw it towards a creature within 30 feet of you, make both melee weapon attacks, and retrieve it back to your free hand. This is not considered a thrown attack. Additionally, your cantrip that you know from your Arcane Swordsman Resolve Ability has a range out to 30 feet while you have this Transistor active.

At level 11, both ranges increase to 60 feet.

Rifle

Prerequisite: Research Directive, 5th level
Your Time Anchor becomes a long rifle, doubling its ranged attack ranges and all damage die. The weapon also gains the heavy, two-handed, and loading properties. This does not increase damage from Bayonet.

Bayonet

Prerequisite: Research Directive
You affix a blade at the end of your Blaster. This blade is a light, finesse weapon that you may use to make a melee attack that deals 1d4 damage of whatever your Time Anchor’s damage type is.

Blend

Prerequisite: Survival Directive
You can use an Action to cause yourself to become invisible. You remain invisible for as long as you do not move, take damage, or take any actions other than the Hide action. You must have your Blink Knife on hand to do so.

Anatomical Precision

Prerequisite: 15th level
Whenever you successfully scan a creature with your scanner, that creature takes an additional weapon damage die from attacks with this Time Anchor for 1 minute while this Transistor is equipped.

Multiple Possible Futures

Prerequisite: 5th level
You can activate your Time Anchor to search through potential future time lines. As a ritual, you can cast augury without using a spell slot or providing material components. When casting the spell in this way, it is not considered magic, cannot be dispelled or counterspelled, and can be used in places where magic is restricted.

Beginning at level 11, you can cast it as an action. Once cast this spell as an action, you cannot do so again until you complete a long rest.

Changelog

1.0 Class Release!

The Disciple

Wielding a shield of brilliant sunlight, a man clad in half-plate armor and raises his outstretched hand. To the wounded ogre's dismay, the sunlight coalesces into a long, piercing spear of lightning, ready to strike the clumsy beast down.

A half-elf woman flits around the battlefield, staying far back from the action and chanting as her allies glow in a radiant sunlight. Their wounds recover as she lets forth a blast of radiant fire at a goblin who got too close for comfort.

A black dragonborn with curled horns walks forwards, malice in his eyes, electricity crackling between his irises. Sparks run down his blade, until it is glowing with the radiance of dawn.

These warriors are all disciples, soldiers of light that travel the world in quests from their allies. Disciples see allies not as just soldiers alongside them on the battlefield, but as a source of power. Masters of a synergetic force called Brilliance, their powers erupt in astonishing displays of radiance and thunder, a testament to the mutliple souls that fuel their company.

Disciples are almost all part of an organization or mercenary group, as they find strength in their allies. Many Disciples are drawn to an adventuring party simply for the reason that they might make new allies or meet new company, which in turn expands their own power by their understanding of Brilliance.

Jolly Cooperators

Disciples rarely come from strict institutions or organizations, often more a band of jovial warriors who fight for fun more than any other reason. By their nature, Disciples are not confrontational, but find joy in mock battles, tourneys, and other ways to practice physical combat. Their communal nature can make them a bit too trusting, however, as many Disciples become tricked into dark acts by those who would

take advantage of their use of synergy.

In true combat, Disciples of all sorts use their mastery of Brilliance to help even lesser heroes take down great foes. But every Disciple is defined by their Covenant- a broad group of Disciples who all fight in the same way. Covenants can be created by any entity that has a fighting style to offer, and although some are religious or eldritch, most are organizations that follow an apprentice-master relationship to teach their magic.

A Dying Light

Most Disciple Covenants have been lost to time, the only remains of their once-honored organization are ruined long halls and tarnished tokens. Some groups have gone into hiding, ensuring that they will remain in the world for when they are needed. However, a Disciple without an ally will slowly wither into nothingness. The process usually takes decades, but their dependency on others creates a harsh loneliness that consumes them when separated.

As such, many Disciples must seek out an adventuring party or similar community to join, in a place where they can practice their Brilliance with others. Trust is hard to come across in this world, and if a Disciple trusts a party enough to give them a Token of Alliance, then they are the Disciple's new company. Disciples rarely ever betray their own.

Quick Build

You can make a bard quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier background.

The Disciple
Level Proficiency Bonus Features Prepared Actions
1st +2 Luminous Assistance, Token of Alliance 2
2nd +2 Brilliance Wellspring 2
3rd +2 Covenant 2
4th +2 Ability Score Increase 3
5th +3 Extra Attack 3
6th +3 Covenant Feature 3
7th +3 Token of Alliance Improvement 4
8th +3 Ability Score Increase 4
9th +4 Luminous Assistance Improvement 4
10th +4 Covenant Feature 5
11th +4 Fallen Fury 5
12th +4 Ability Score Increase 5
13th +5 Token of Alliance Improvement 5
14th +5 Arcing Power (1 Use) 6
15th +5 Luminous Assistance Improvement 6
16th +5 Ability Score Improvement 6
17th +6 Arcing Power (2 Uses) 6
18th +6 Divine Company 6
19th +6 Ability Score Improvement 7
20th +6 Covenant Feature 7

Class Features

As a disciple, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per disciple level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (6) + your Constitution modifier

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: Simple, Martial
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longsword or (b) any martial weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a longbow and 20 arrows or (b) any martial weapon
  • (a) leather armor and a shield or (b) scale mail
  • 2 daggers.

or you may choose to gain 4d4 x 10 gp to spend on starting equipment.

Luminous Assistance

You can tap into a magical, luminous force of light to grant benefits to yourself and your allies. You prepare two Luminous Actions, choosing from the list below. Whenever you complete a long rest, you may prepare the same or different Actions. You may use every Luminous Action you have prepared once, regaining all expended uses after completing a long rest. You may prepare the same Action multiple times to use it more than once per long rest. You can prepare a number of Luminous Actions equal to the Actions Prepared column of the Disciple table.

Some actions require Saving Throws to resist. Your Saving Throw DC is calculated as 8 + your Proficiency Bonus + your Wisdom modifier. Every Luminous Action increases in power at levels 9 and 15, and the nature of the empowerment is in the description of the Action. A single weapon cannot be effected by more than one Luminous Action at a time.

Luminous Actions

Divine Weapon. As an action, you can touch a weapon that does not already have a spell or luminous action effecting it. For 1 minute, it begins to glow with divine light, emitting bright light for 30 feet and dim light for another 30 feet. Whenever any creature deals damage with that weapon, they may roll an additional one of the weapon’s damage die and add that in radiant damage to the damage. You can only deal this extra damage, across all your Divine Weapons, once per round.

You may add this damage twice per round at level 9. At level 15, the firstattack with the divine weapon attack that hits each round deals two additional damage dice instead of one. The feature ends if you are incapacitated or unable to see the weapon. If a creature holding this weapon also possesses your Token of Alliance, they gain temporary hit points equal to your Wisdom modifier whenever they start their turn holding it.

Force. As an action, you may let loose a blast of forceful energy from yourself. Every creature within 10 feet of you who is not holding your Token of Alliance must succeed on a Strength saving throw or be knocked back 10 feet, landing prone. On a successful save, they are still knocked back 5 feet and are not knocked prone.

Beginning at level 9, a creature who fails its saving throw is also Stunned until the end of their next turn. At level 15, all creatures are Stunned until the end of their next turn, even if they succeeded on the saving throw.

Vow of Silence. As an action, you speak wordlessly as a dim, purple light emanates from you in a 30 foot sphere. Any creature within the light cannot cast spells nor be targeted by spells. Spells whose area of effect origin point lie outside the radius can still effect creatures inside it. Spells cast before the Vow of Silence was enacted are not effected by this ability. You may use an Action on each of your turns for 1 hour to maintain the Vow of Silence, but it otherwise lasts until the end of the first turn in which you do not do that.

Beginning at level 9, the radius increases to 60 feet. At level 15, the radius increases to 150 feet.

Magic Barrier. As an action, you may select yourself, a single creature within 5 feet of you, or a creature you can see who is holding your Token of Alliance. For the next hour, that creature is shrouded in a ward against magic. The warded creature can choose for any spell attack roll made against them to have disadvantage. After disadvantage has been imposed on two spell attack rolls, the effect fades.

At level 9, you may grant disadvantage to up to 3 spell attacks, and at level 15, you may grant disadvantage to up to 4 spell attacks.

Aura of Radiance. As an bonus action, you may begin to emit an aura of bright light around you for 20 feet, and dim light for another 20 feet, for 1 minute. When an Undead creature enters this light for the first time or begins their turn there, they must succeed on a Wisdom saving throw or take radiant damage equal to your Wisdom modifier. Targets in the bright light automatically fail their saving throw.

If a creature in the bright light also possesses your Token of Alliance, they gain temporary hit points at the beginning of their turn equal to your Wisdom modifier.

Token of Alliance

Your company has left you with the ability to engrave two special symbols to grant to your allies called Tokens of Alliance. Generally these are the form of coins, medallions, lockets, or similar trinkets. You may use an action to confer your token of alliance to a willing creature within 5 feet of you, they are considered to be holding it if it is within 5 feet of them. You can also use the following abilities below with your Tokens of Alliance:

  • You can use a bonus action to begin emitting bright light out for 30 feet. Any creatures with your Token of Alliance that are within this light gain resistance to your choice of slashing, piercing, or bludgeoning damage until the end of your next turn. During this time, you have vulnerability to the chosen damage type. A given creature loses this resistance if they move 30 or more feet away from you or if you become incapacitated.
  • Whenever you roll a natural 20 on a saving throw, ability check, or attack roll, you may use your reaction to “store” excess luck in one of your tokens that are within 60 feet of you, at which point you reroll the die and use the second roll. Whenever a creature who is holding your Token of Alliance that has this stored luck fails a saving throw, ability check, or attack roll, they can use their reaction to expend this luck and take the natural 20 for that ability check, saving throw, or attack roll. The Token of Alliance then shatters for that creature.

Tokens of Alliance also effect many other Disciple abilities. At the end of a long rest, you may magically reforge all of your Tokens of Alliance if any were broken or lost, any previously existing ones immediately being destroyed once a new one is created. At levels level 7 and 13, you can create one more Token of Alliance at a time.

You do not gain any benefits from your Tokens of Alliance if you hold one.

Brilliance Wellspring

Beginning at level 2, you have begun to tap into a unique pool of Brilliance to augment your abilities. As a bonus action, you may send a beam of light towards a creature within 120 feet of you that you can see. That creature recovers hit points equal to 1d6 + your Wisdom modifier, and then emanates a bright light for 5 feet and dim light for 5 more feet until the end of their next turn. A creature who is holding your Token of Alliance recovers the maximum number of hit points possible.

You may use this ability a number of times equal to 1 + your Wisdom modifier. You regain all expended uses after completing a long rest.

The healing die increases as you gain disciple levels. It increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.

Covenant

At 3rd level, you have solidified your place in your organization, called a Covenant. You may choose one of three Covenants: the Covenant of Sunlight, the Covenant of Royalty, or the Covenant of the Nameless. Your choice grants you additional features at level 6, 10, and 20.

Ability Score Increase

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.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fallen Fury

At level 11, whenever you a creature who is holding your Token of Alliance within 30 feet of you has its hit points reduced to 0 or dies, you may use your reaction to siphon a burst of furious energy from their falling soul. Choose a single ability score that the fallen creature had. You copy that ability score for 1 minute, using its bonus instead of your normal bonus.

Additionally, until you are reduced to 0 hit points or until the ally restores at least 1 hit point, any attacks against the fallen ally are made disadvantage.

Once you use this ability, you must wait until you complete a long rest before you can use it again.

Arcing Power

At level 14, you can channel more power into your Brilliance. Whenever you use your Brilliance Wellspring on a creature, you may choose any number of creatures within 30 feet of it to recover the same amount of health, as that creature bursts in bright, healing light for 30 feet.

You can use this ability once, regaining all expended uses on after a short or long rest. You may use this ability twice per rest at level 17.

Divine Company

At level 18, you can commune with your allies. All creatures who are holding your Token of Alliance and each creature within 10 feet of you of your choice has advantage on the first saving throw they make each round, recovering their use of this ability at the end of your turn.

They do not gain this bonus if you cannot see them, or if you are incapacitated.

Covenants

Disciples are inherently drawn to others of their kind, but not all Disciples study Brilliance for the same purpose. Each Covenant is a set of rules and connections to further their agendas with using Brilliance. The Covenants detailed here are connected to the knights of Anor Londo and their devotion to the family of the Lord of Sunlight.

Covenant of Sunlight

Knights devoted to upholding justice and bringing light to the land, Disciples of Sunlight were favored of the Lord of Sunlight. Originally standard bearers and archers in his army against the dragons, Sunlight Warriors call upon the powers of lightning to slay their foes.

Additional Luminous Actions

When you choose this Covenant at 3rd level, you gain these additional Luminous Actions you may prepare.

Lightning Spear. As an bonus action, you may create a spear of lightning in your hand for 1 minute. Treat the spear as a simple, melee weapon with a thrown range of (60/150). It deals 1d8 lightning damage, and you may use your Wisdom modifier to hit and damage with it instead of your normal bonus. You are proficient with your spear. If you throw or let go of the spear, it reappears in your hand at the end of the turn.

This lightning damage of the spear increases as you gain levels in the Disciple class. It increases to 2d8 at level 9, and 3d8 at level 15. If a creature who is holding your Token of Alliance is within 5 feet of a creature who your hit by your Lightning Spear, they may use their reaction to make a melee weapon attack against the creature who was just hit by this ability.

Guardian of Sunlight

Additionally at level 3, you can tap into the incandescence of the Lord of Sunlight. Any light created by your Disciple features are considered magical sunlight.

Additionally, whenever you roll lightning damage, you may choose to forgo 1 damage die to give it to a creature that has your Token of Alliance.

Whenever that creature takes damage, they may use their reaction to burst out in warding light, rolling all of their the stored damage dice and reducing the damage taken by that amount. They also emit bright light for 30 feet and dim light for an additional 30 feet until the end of their next turn.

You may store a maximum of three total damage dice per Token of Alliance. These stored damage dice are lost after either of you complete a long rest or if the Token of Alliance is lost or destroyed.

Brilliant Shield

At level 6, your sunlight can begin to deflect harm towards you and your allies. Whenever you or your allies are in sunlight conjured from your Disciple class, one creature in that sunlight has a bonus to AC equal to the total number of allies inside the sunlight. This creature is always the creature with the lowest current hit points.

They do not gain this AC if you are incapacitated. This bonus to AC cannot be greater than your proficiency bonus. If two allies have the same hit points, then you may choose who benefits from this feature.

Sunlight Spear

At level 10, whenever you attack a creature using your Lightning Spear, you can choose to imbue the attack with the power of sunlight. On a hit, you deal maximum damage on the damage die.

Hit or miss, once you use this ability, you cannot use it again until you complete a short or long rest.

Praise the Sun

At 20th level, you are a conduit for the radiance of the sun. As an action, you may change your form, gaining a golden sheen to your armor and skin, and emitting bright light for 30 feet and dim light for 30 feet for 1 minute.

When you use this action, you immediately regain a number of expended uses of your Luminous Actions, Brilliance Wellspring, or Fallen Fury in any combination equal to your your Wisdom modifier.

Once you use this ability, you cannot use it again until you complete a long rest.

Covenant of Royalty

Also known as the Princess Guard, these Disciples are revered knights and healers who pledge themselves to rulers and kingdoms. They study restoration, clerical magic in order to safeguard their charges, and play the part of the kind healer in battle, masters of siphoning health bolts from their own Brilliance Wellsprings.

Additional Luminous Actions

When you choose this Covenant at 3rd level, you gain this additional Luminous Actions you may prepare.

Tranquil Walk of Peace. As a bonus action, you may let lose a gentle, pale light for 60 feet in any direction from you for 1 minute. Any creature within that light, apart from you and any creature holding your Token of Alliance, when it appears or whenever they begin their turn there must succeed on a Strength saving throw or have their movement speed reduced to half and be unable to take the Dash action until they leave the pale light. The light disappears if you are incapacitated or dismiss it as a bonus action.

The radius of this light increases as you gain levels in this class. At level 9, the radius increases to 30 feet, and 60 feet at level 15.

Spellcasting

At level 3, You augment your synergy with the ability to cast divine spells. See chapter 10 in the PHB for the general rules of spellcasting and Caraman's Tome of Lost Skill in this document for the miracle spell list.

Cantrips. You learn two cantrips of your choice from the miracle spell list. You learn an additional miracle cantrip of your choice at 10th level.

Spell Slots. The Royalty Covenant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level miracle spells of your choice, two of which cannot deal damage. The Spells Known column of the Royalty Covenant Spellcasting table shows when you learn more miracle spells of 1st level or higher. Each of these spells must not be able to deal damage, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can deal damage.

Whenever you gain a level in this class, you can replace one of the miracle spells you know with another spell of your choice from the miracle spell list. The new spell must be of a level for which you have spell slots, and it must not be able to deal damage, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your miracle spells, since you learn your spells through willpower and devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a miracle spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Royalty Covenant Spellcasting
Disciple Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Bountiful Restoration

At level 6, your healing becomes more powerful. Any creature who is inside light that is created by a Disciple ability, they they may treat any 1s on dice rolls to restore their hit points as 2s. A creature who has your Token of Alliance instead treats any 1s or 2s as 3s instead.

Additionally, you retain some healing when you heal another creature with your divine magic. Whenever you restore another creature's hit points with a Discipline ability or spell, you may choose one healing die used in the spell or ability and roll it. You recover hit points equal to the number rolled.

Neverfall

At level 10, you can prevent your ally's death. While you have at least one Token of Alliance in existence and that is attuned to a creature, you have advantage on death saves.

Additionally, whenever a creature who has your Token of Alliance would fall to 0 hit points or die, they may instead choose to shatter the Token and spring back to their feet in a burst of radiant light. They recover 2d8 + your Wisdom modifier hit points, they can choose to stand up from any prone position, and they may immediately take an action.

Soothing Sunlight

At 20th level, you can create a burst of sunlight to emanate from you as an action. Any number of creatures of your choice within 100 feet of you immediately lose any levels of madness, and one creature of your choice who you can see restores all lost hit points.

Once you use this ability, you cannot use it again until you complete a long rest.

Covenant of the Nameless

The firstborn son of the Lord of Sunlight betrayed his family and sided with their ancient enemies- the dragons. His name and the names of all his followers were struck from history, and now they are scarcely known to the world. Those who follow this Covenant find solace in anonymity, and are known for wearing masks and fighting as mercenaries, with lightning augmenting their very weapons.

Additional Luminous Actions

When you choose this Covenant at 3rd level, you gain these additional Luminous Actions you may prepare.

Lightning Blade. As a bonus action, you may bolster a melee weapon you are holding that does not already have a spell or luminous action effecting it with power of lightning. For 1 minute, your damage type with the weapon changes to lightning, and you gain a bonus to attack and damage rolls with it equal to your Wisdom modifier (min. 1).

This ability fades if you let go of the weapon.

Mask of the Dragon King

Additionally at level 3, you can create a special mask of the Nameless King, ally of the dragons. You can speak, read, and write Draconic.

Whenever a creature holding your Token of Alliance or a creature within 30 feet of you takes damage from a source of damage you can see within 5 feet of them, you may use your reaction to cause a burst of Draconic fear to course through that source of damage, if it is a creature. That creature must succeed on a Wisdom saving throw or become frightened of both you and the ally it just damaged until the end of the ally's next turn.

You may use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.

Draconic Resistance

Beginning at 6th level, you may choose any damage type when you use your Token of Alliance to grant resistance to a type of damage.

Additionally, you may choose up to two damage types for them to gain resistance to, and you are only vulnerable to one of those types of your choice.

Coordinated Combat

Beginning at 10th level, whenever you take the Attack action or use your bonus action to use your Brilliance Wellspring, any creature who is holding your Token of Alliance within 60 feet of you who can see you may make a melee weapon attack as a reaction.

Draconic Ally

At level 20, you can call upon the power of dragons to summon your own ally. Using a 1 hour ritual, you may magically summon a creature of the Dragon-type with a CR of 6 or lower to fight with you. The draconic ally is always your alignment and obeys your verbal commands. Your draconic ally's attacks are magical, and it always considered to be possessing a Token of Alliance for the purposes of Disciple abilities.

If your draconic ally is reduced to 0 hit points or if you die, it disappears. You can use your Fallen Ally on it. In combat, your draconic ally acts at the end of your turn, with its own movement, and you must use a bonus action on your turn to command your draconic ally. If you are reduced to 0 hit points, your ally will protect your body. Once slain, you cannot summon your draconic ally again for 1 week.

Changelog

1.0 Class launch!
1.1 Adjusted wording of abilities and changed some numbers of subclass features. Ported over to Finn's Tome of Heroes. 1.2 Adjusted Token of Alliance and the Oath of Sunlight subclass. (Curent)

The Drakeblood

A drow warrior takes his longsword, and activates a red rune embedded into its side earlier. The rune glows a deep scarlet, lighting every inch of the steel blade, until he swings it ahead of him, letting forth a fiery projection of his the Drake which rends through the Hook Horrors'.

A deep gnome holds forth a gnarled staff, letting his mind fall back to the great Titan which grants his power. Finding the source of deep psionic strength, he weaves the Ancient's power into a shield for himself and his allies.

A pale dragonborn lurches forwards, falling into a feral ferocity with his weapons, swinging each time with greater force. The duergar flee from his might, and those who look back see the dripping, black maw of the Monster looming behind his feral form.

An order of ancient monster hunters who live in the giant caverns of the Underdark, adherents of the Drakeblood gain strength from the bodies of their fallen foes and the blessing of the three Trapped Titans of the Underdark, a group only the Drakebloods remember. The spectacular power of their invocations can sunder armies, crush your enemies' will, or turn you into the very monsters you hunt.

Underdark Hunters

While some Drakeblood adherents occasionally go to the surface, they are still very much creatures of the Underdark, and they find discomfort in the sun and open spaces. They travel in the Underdark as a tribe or small group of nomadic hunters, never truly settling down, for their quarries have long memories and powerful allies. Therefore, Drakebloods usually come to the surface if they are exiled or chasing a quarry, which is not often.

These hunters are often outcast in surface communities due to their barbaric use of blood as a magic. Some are even openly attacked. However, this has not stopped the surface asking for hunters to help with their wars agaisn't the horrors of the Underdark and extraplanar locations. Therefore, most societies view these shadowy figures with suspicion, but accept them as a neccessary evil.

Soldiers of the Forgotten

The powers of the Drakebloods come from several incredibly powerful, Primordial beings- the Trapped Titans. These Titans were sealed away in the depths of the Underdark eons ago for fear of their power or knowledge. As such, these Trapped Titans' anger and spite towards the creatures who chained them. This anger and spite leeches into the Material Plane, and eventually entered into the first soldiers of the drakeblood.

A drakeblood warrior eventually takes on aspects of the Trapped Titans, and inspires the ire of their enemies. The blood of these enemies are particularly potent when used for drakeblood magic, as the anger that flows through the creatures' veins inspires greater power from this primal pact. Eventually, the drakebloods develop mutilations and mutations which reflect the Titan which they have chosen to serve, and they become more like the creatures they slay.

The essence of drakeblood magic is divine and linked with the souls of the creature they have slain. As such, most, if not all, drakebloods wear armor of hide and wield weapons of the creatures they have slain. Metal armor and shields stifle the effects of blood magic, and drakebloods will not wear them lest they lose their connection with the Titans.

Creating a Drakeblood

As you create your drakeblood character, think about how they came into this calling. Were they enslaved by drow and learned blood magic to escape? Or were your family tribal drakeblood who wandered the Underdark? Do you choose to embrace the hunt, or do you work hard to temper back your more volatile urges? How much do you know of the surface world, if you weren't born there?

Make sure to ask your DM if there is an Underdark in your world. If not, what kind of dark realm could house the drakebloods? Alternatives to the Underdark could be the Shadowfell, ancient and deep jungles, or any of the lower planes, such as the Infinite Layers of the Abyss. And what made you leave this exotic home and begin adventuring? Perhaps you were exiled for a crime, or you set off to recover an ancient artifact that your tribe lost centuries ago.

Quick Build

You can make a drakeblood quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Charisma. Second, choose the Outlander background.

The Drakeblood
Level Proficiency Bonus Features Drakeblood Damage Flares Known
1st +2 Harvester, Fighting Style +2
2nd +2 Blood Flare, Corpse Crafting +2 3
3rd +2 Drakeblood Gift, Hungering Runes +2 3
4th +2 Ability Score Improvement +2 3
5th +3 Extra Attack, Corpse Crafting Improvement +2 4
6th +3 Gift Feature +2 4
7th +3 Extraordinary Creation +2 4
8th +3 Ability Score Improvement +2 4
9th +4 Potent Flare (1 Use) +3 4
10th +4 Gift Feature +3 5
11th +4 Extraordinary Creation Improvement +3 5
12th +4 Ability Score Improvement +3 5
13th +5 Potent Flare (2 Uses) +3 5
14th +5 Gift Feature +3 5
15th +5 Extraordinary Creation Improvement +3 6
16th +5 Ability Score Improvement +4 6
17th +6 Gift Feature +4 6
18th +6 Potent Flare (3 Uses) +4 6
19th +6 Ability Score Improvement +4 7
20th +6 Volatile Hemomancy +4 7

Class Features

As a Drakeblood, you gain the following features.

Hit Points


  • Hit Die: 1d10 per Drakeblood level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points after 1st Level: 1d10 (or 6) + your Constitution modifier

Proficiencies


  • Armor: Light, Medium, Shields (drakebloods will not wear armor or use shields made of metal)
  • Weapons: Simple, Martial
  • Tools: Harvester's Tools and any one Artisan's Tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Acrobatics, Arcana, Animal Handling, Investigation, Nature, Survival, or Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a pike or (b) any martial weapon.
  • (a) a heavy crossbow and 20 bolts or (b) a shield and any simple weapon.
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Leather armor, 3 beast blood vials, and harvester's tools.

or you may choose to gain 5d4 x 10 gp to spend on equipment.

Harvester

From your extensive training in harvesting fallen enemies, you can harvest certain resources from a fallen enemy. You can harvest the blood of a Medium or smaller corpse in 1 minute, or 10 minutes for a Large or larger corpse. The slain creature must have been of at least 1 CR, or the blood is too weak to be used for Drakeblood abilities. If the body is dangerous or difficult to harvest, it may require a Harvester's Tools ability check with a DC of 10 + the enemy's CR, to a maximum of 20. This check is generally a Dexterity check, but the ruling is up to the DM and the situation.

On a successful harvest, you gain 1 vial of blood, plus 1d4 vials of blood for each size category above Small.

The single vial of blood you harvest can be used by applying a rune to a melee weapon or 3 pieces of ammunition as a bonus action. This adds your Drakeblood Damage to any damage caused by the runed weapon, found in the Drakeblood Damage column on the Drakeblood class list, and allows you to activate flares at higher levels. A rune lasts for 1 minute or until it is ruined (by an ability or casting an Invocation).

You can only have one rune inscribed at a time.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attackyou make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Defense

While you are wearing armor, you gain +1 to AC.

Archery

You gain +2 bonus to attack rolls you make with ranged weapons.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Runic Flare

At 2nd Level, you learn how to further manifest the strength of your fallen foes by instantly burning the latent power in your rune to create a spectacular effect, called a Runic Flare. You learn 3 Runic Flares of your choice from the list below. You can use Flares a number of times equal to 1 + your Charisma modifier, regaining all expended uses after completing a long rest.

When you use a Flare, you ruin your blood rune. When an Flare calls for a Saving Throw, use 8 + your Charisma Modifier + your Proficiency bonus.

You learn new Flares of your choice when you reach certain levels in the drakeblood class, as shown on the Flares Known column. Whenever you gain a level in the drakeblood class, you may choose to switch out one Flare for another that you meet the prerequisites for. All Flares are listed at the end of the class description.

Flare Spell Levels

Unless otherwise noted, using one of these Invocation first requires and then ruins an active blood rune. A blood rune ruined on a single ranged attack is ruined on all the rest inscribed ammunition you have.

If an Flare allows you to cast a spell, you cast it at 1st level. You can cast any spell on this list at higher spell levels when you gain levels in the drakeblood class, as determined by the table below.

Drakeblood Level Spell Slot Level
2nd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

Corpse Crafting

Beginning at level 2, you learn some secrets of crafting weapons and armor from your fallen enemies. When you harvest the Medium or larger corpse of an enemy who is at least 2 CR, you may spend 10 minutes to gather the materials to craft a single simple melee weapon or a single set of leather or hide armor. After you gather these materials, you can begin to create the item over any period of days, completing it after you have spent enough time on it, as determined by the Crafting Time of the item (see Crafting Weapons and Armor table at the end of the class description).

You gain the ability to create more mundane armor and weapons as you gain Drakeblood levels. Weapons and armor created this way are not considered metal and are not effected by abilities that effect metal armor, such as a rust monster’s antenna or heat metal.

Crafting times are listed in Special Items at the end of the Class description.

Drakeblood Level Armor Weapons
2nd Leather, Hide, Shield Simple melee
5th Scale Mail, Studded Leather Simple ranged
11th Breastplate, Half-Plate 4 Martial weapons of your choice
15th None All Martial

At 5th level, weapons created using your Corpse Crafting feature are considered magical for the purposes of overcoming damage resistances and immunities.

Drakeblood Gift

At level 3, you are gifted with the blood of one of the Trapped Titans. This focus allows you to embody an aspect of these Titans in the form of physical mutations, and grants you increasing power to slay their foes. There are 3 Titans described at the end of the Class's features- the Drake, the Ancient, and the Monster.

Choose one Titan to emulate. You gain features from this choice at 3rd, 6th, 10th, 14th, and 17th level.

Hungering Runes

At level 3, whenever you kill an enemy or land a critical hit on an enemy with a weapon inscribed with an active blood rune created with blood of that type of enemy, you recover one expended use of your Runic Flares.

Ability Score Increase

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Extraordinary Creation

At level 7, you begin to tap into the secret knowledge of the titans, allowing you to steal an enchantment to use in your crafting. You learn one magical enchantment, as well as one additional enchantment at levels 11 and 15, choosing from the appropriate lists below. The next time you harvest a creature of Large size or larger that is a CR equal to the level you gained the enchantment at or higher, is Large, and fulfills any prerequisites for the magical item, you may begin crafting the item as with your Corpse Crafting feature.

Each magic item takes a number of hours to craft equal to double the level you acquired it at, and they require no gold components. Your subclass provides additional enchantment options known at each level, but these have more specific crafting requirements. You may also only have Extraordinary Creation of each level in existence at a time, either of your learned enchantment or from your Gift's Additional Creations.

These magic items are detailed in the Dungeon Master’s Guide. The crafting specifics are detailed in Special Items at the end of the Class description.

7th Level: Boots of the Winterland, Eyes of the Eagle, Gloves of Swimming and Climbing, Goggles of Night

11th Level: Cloak of Protection, Cloak of the Manta Ray, Periapt of Wound Closure, Slippers of Spider Climbing

15th Level: Cloak of the Bat, Dimensional Shackles, Ring of Animal Influence, Rope of Entanglement

Bloodspring

At level 7, a well of blood magic inside of you allows you to produce one of the following effects whenever you complete a short rest:

  • Choose an item you can craft with Extraordinary Creations or Corpse Crafting. You sense the location and learn the identity of the nearest creature within 1 mile of you that would fulfill the crafting requirements of the item, if there are any such creatures. You can exclude any number of creatures that you know about when you use this option.

  • You sense the location and number of any creature type for which you have a blood vial within 1 mile, or 10 miles if the creature type matches your Gift's Enmity.

  • You duplicate one vial of blood into an empty vial, with the duplicate retaining all of the original’s properties.

Potent Flare

At level 9, whenever you use a Flare, you may choose to make it Potent. When you make a Flare Potent, you gain temporary hit points equal to your Drakeblood level.

You can make a Flare potent one time, gaining more uses as you increase in drakeblood level. You can use it two times when you gain 13th level, and three times at 18th level. You regain all expended uses upon completing a short or long rest.

Volatile Hemomancy

At level 20, you can magically mimic the effect of monster blood using your own life force. You can use a Flare without ruining your rune. When you do so, your maximum hit points and hit points are reduced by 1d12 + 10, which lasts until your next long rest or until healed by a spell such as greater restoration.

If you die as a result of this hit point reduction, your soul is dragged into the depths and imprisoned alongside the Trapped Titans, and you cannot be restored to life.

Drakeblood Gift

Drakeblood packs are structured and martial. Each Titan gifts to their soldiers unique physical traits that help them in their endeavors as a member of a pack. When a drakeblood warrior develops their first mutation, they are placed into their caste in the pack, and their path becomes clear.

Gift of the Drake

The Gifted of the Drake are the leaders and vanguard of the drakeblood packs- they are the ones who give the drakebloods their name. The Drake is said to have been a wingless rival of the two dragon gods, Tiamat and Bahamut, but was sealed away after losing a great battle. As such, Drake warriors can steal the powers of dragons and use them against others on the battlefield.

Additional Creations

You learn additional Extraordinary Creation enchantments. These items are more difficult to craft than the general enchantment options, as they require a specific creature's remains to create.

Drakeblood Level Creation Required Remains
7th Javelin of Lightning Any creature with a lightning breath weapon
11th Dragon Slayer A true dragon of CR 12 or higher
15th Dragon Scale Mail A true dragon of CR 18 or higher

Draconic Enmity

When you choose this Gift at level 3, you gain the ire of dragons and dragon-type enemies. When you harvest blood from dragons, you harvest double your roll.

Additionally, while within 30 feet of these dragons or dragon-type enemies who are aware of your presence, the enemy must make a Wisdom saving throw at the beginning of its turn against your Flare DC or have disadvantage on any attack roll against a creature who is not you. Part dragon creatures, such as Kobolds and Dragonborn, are considered dragons for the purposes of this ability.

A creature who succeeds against this saving throw is immune to its effect for the next 24 hours.

Draconic Defense

Additionally at level 3, when you create a blood rune from the blood of a dragon type creature, you gain +2 to your AC as scales spread across your body. You do not gain this benefit if you are wearing heavy armor.

Additionally, if the dragon you killed to obtain the blood for the blood rune was a dragon with a breath attack (such as a red dragon's fire breath) you are resistant to that breath attack's damage type until the rune is ruined.

Elemental Blade

At level 6, you can imbue your blade with the power of the elements. While you have a blood rune inscribed, you can choose to deal either acid, cold, fire, lightning, or poison damage with your weapon attacks as opposed to your weapon's actual damage.

While your weapon attacks' damage type is modified in this way, your attacks are considered magical for the purposes of overcoming damage resistance and immunity.

Serpentine Power

At level 10, whenever you take the Attack action, you can expend one use of Potent Flare to make a another weapon attack as a bonus action. If this extra attack hits, it deals an additional 3d8 acid, cold, fire, lightning, or poison damage (your choice).

This additional damage increases to 4d8 at level 17.

Dragon Sense

At level 14, you have acquired the senses of a dragon. You gain blindsight out to 30 feet and have advantage on Dexterity saving throws if you can see the source and it is within 30 feet of you.

Absorb Breath

At level 17, you have gained the lungs that can steal the destructive breath of a dragon and other creatures. When you are subject to a magical effect that would force creatures in an area of effect to make a saving throw to take half damage, you can instead use your reaction to cancel that ability and absorb it into your lungs. The damage must be fire, frost, lightning, acid or poison to use this ability. When you cancel an ability in this way, the ability does not damage anyone in the radius.

After absorbing an ability in this way, you can use your action on your next turn to use the same ability, using the original saving throw if necessary.

Once you use this ability, you cannot use it again until you have completed a long rest.

Gift of the Ancient

The Gifted of the Ancient are mystical shamans and seers of the Drakeblood packs. The Ancient was once a human, but in their folly they ascribed themselves to true understanding of the nature of the Far Plane. As a means of protecting themselves, the denizens of the Far Planes found the Ancient and sealed him away, along with his secret knowledge.

Ancient shamans are masters of psychic force and can bend the minds of people and creatures around them. They are amongst the few who can begin to understand the infinite madness of the Far Realms- and they can wield that madness as a weapon.

Additional Creations

You learn additional Extraordinary Creation enchantments. These items are more difficult to craft than the general enchantment options, as they require a specific creature's remains to create.

Drakeblood Level Creation Required Remains
7th Sentinel Shield Any aberration with an eye ray attack
11th Robe of Eyes An aberration of CR 12 or higher
15th Ring of Telekinesis An aberration of CR 18 or higher

Aberration Enmity

When you choose this Gift at level 3, you gain the ire of aberrations. When you harvest blood from aberrations, you harvest double your roll.

Additionally, while within 30 feet of an aberration that is aware of your presence, the enemy must make a Wisdom saving throw at the beginning of its turn against your Flare DC or have disadvantage on any attack roll against a creature who is not you.

A creature who succeeds against this saving throw is immune to its effect for the next 24 hours.

Psychic Shield

Additionally at level 3, whenever you apply a blood rune using blood taken from an aberration, you are immune to the charmed and frightened conditions until the rune is ruined.

Additionally, if the aberration had the Telepathy trait, you have Telepathy out to 30 feet until the rune is ruined.

Psionic Lashes

At level 6, while you have a blood rune active, you may choose to use your mind as a weapon. If you take the Attack action, instead of making two attacks with your weapon, you may make two ranged spell attacks against a creature within 60 feet of you, using Charisma as your spellcasting ability.

Although this is a spell attack, you only need Verbal components for it to function. On a hit, the creature takes 1d6 + your Charisma modifier + your Drakeblood damage bonus in psychic damage. This spell attack is considered to have the psionic spell subtype.

This damage die increases as you gain levels in the drakeblood class. The die increases to 1d8 at level 11, then 1d10 at level 17.

Maddening Blight

At level 10, whenever you use a Flare that forces a creature to make a saving throw you may choose to expend one use of Potent Flare to add an additional effect.

If the creature fails, they must use their reaction to make a melee attack against the nearest creature to them that they can see, excluding you. They can move up to half their speed towards the enemy as part of this reaction if they are not close enough. If they hit, the creature that was hit must make a Wisdom saving throw or be forced to use their reaction do the same attack against the nearest creature who is not the creature which just attacked them or you. This effect will continue to chain from creature to creature until an attack misses or a creature resists the saving throw.

A creature who is immune to charm is immune to this ability.

Mindsight

At level 14, you can cast detect thoughts at will without requiring any material components. Charisma is your spellcasting ability for this spell.

Prison of the Mind

At level 17, you can temporarily imprison a creature's mind. As an action, you can force a creature within 60 feet of you that you can see to make an Intelligence saving throw. On a failure, that creature becomes Stunned for 1 hour, or until you lose concentration (as if concentrating on a spell).

If the creature takes any damage or if they are moved more than 5 feet in a single round from their location, the effect is broken. Creatures with an Intelligence of 3 or lower are not effected by this ability.

Once you use this ability, you cannot use it again until you complete a long rest.

Gift of the Monster

Those of the Monster are born into the shadows of drakeblood society, as scouts and rangers. They more than most are drawn to the dark reaches of the Underdark, finding solace in the cold shadows. The Monster was a great beast whose name was stricken from history. A hero of old cast him down into the depths of the earth and bound him in tar and oil, never to see light again.

Monster scouts are swift and deadly, with violent, temporary mutations that effect their body as they track down their quarry. They are often mistaken as lycanthropes.

Additional Creations

You learn additional Extraordinary Creation enchantments. These items are more difficult to craft than the general enchantment options, as they require a specific creature's remains to create..

Drakeblood Level Creation Required Remains
7th Bag of Tricks (Any Color) Any monstrosity with a bestial head or body
11th Mace of Terror An monstrosity of CR 12 or higher
15th Cloak of Arachnida An monstrosity of CR 18 or higher

Monster Enmity

When you choose this Gift at level 3, you gain the ire of monstrosities. When you harvest blood from monstrosities, you harvest double your roll.

Additionally, while within 30 feet of an monstrosity that is aware of your presence, the enemy must make a Wisdom saving throw at the beginning of its turn against your Flare DC or have disadvantage on any attack roll against a creature who is not you.

A creature who succeeds against this saving throw is immune to its effect for the next 24 hours.

Bite of the Beast

Additionally at level 3, whenever you apply a blood rune using blood taken from a monstrosity, your teeth lengthen and sharpen to a point. You are considered proficient with your unarmed strikes using your bite while you have this blood rune inscribed, and your bite attacks deal 1d4 + your Strength modifier + your Drakeblood Damage bonus in piercing damage. Whenever you take the Attack action, you may use your bonus action to make an attack with your maw.

This bite damage increases at certain levels. It changes to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. These bite attacks are considered magical for the purposes of overcoming damage resistance and reduction.

Monstrous Venom

At level 6, whenever you deal damage to a creature with an attack you add your Drakeblood damage to, you may use a bonus action to force that creature to make a Constitution saving throw. On a failure, that creature is poisoned until the end of your next turn.

Unleashed Form

At level 10, you can take on the form of the Monster. As an action, you may expend one use of Potent Flare to grow to a monstrous shape and form.

When you change, you lose any AC bonuses from your armor or shields, as your equipment melds into your new form. Your AC becomes 10 + your Charisma modifier + your Dexterity modifier. You become proficient in your unarmed strikes, which deal damage according to your Bite of the Beast, and you always have Bite of the Beast active. Your movement speed increases by 10 feet, and you grow to Large size. You have resistance to your choice of non-magical, non-silvered slashing, piercing, or bludgeoning damage. This new form lasts for 1 minute, or until you are knocked unconscious.

While this form, you may inscribe a blood rune onto your claws as a bonus action, granting you the ability to use Flares during this form. Since your Bite of the Beast already adds your Drakeblood damage, this does not add it to your unarmed strikes again.

Huntsman's Quarry

At level 14, whenever you deal damage to a creature, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track or search for that creature for the next hour.

Monstrous Illusion

At level 17, you can call upon the visage of the Monster to scatter your foes. As an action, a terrible, illusory form of the Monster appears in a point of your choice within 60 feet. Any creature within 30 feet of it who can see the illusion must make a Wisdom saving throw or take 6d12 psychic damage and be frightened of the illusion for 1 minute. A creature who succeeds takes half damage and is not frightened. A creature can attempt to make another Wisdom saving throw to recover from being frightened at the end of each of their turns, but only so long as they break line of sight of the Illusory Monster.

Once you use this ability, you cannot use it again until you have completed a long rest.

Runic Flares

If a Runic Flare has prerequisites, you must meet them to learn it. You can learn a flare at the same time that you meet its prerequisites.

Blade of Fire and Fury

You can cast either searing smite or wrathful smite as a bonus action.

Crimson Lash

When you hit a creature with an attack, you can use a bonus action to cause a blood rune on that weapon to animate and lash out at any creature within 5 feet of the target of that attack. Make a melee weapon attack for your rune against each creature within range, which deals 1d8 + either your Strength or Dexterity modifier + your Drakeblood damage on a hit.

Dark Binding

You may use an action to cause your rune to leap out towards a creature within range. Roll 3d8 plus an additional 1d8 per every two of your drakeblood levels (rounded down). If your roll exceeds your target’s current hit points, it is immediately restrained as a black coil forms around them.

The binding lasts for 1 minute, until the bound creature takes damage, until you lose concentration (as if concentrating on a spell), or until you create another blood rune.

Dragon's Flames

Prerequisite: 5th level, Gift of the Drake
You can use an bonus action to cast dragon's breath on yourself.

Dragon Presence

Prerequisite: 10th level, Gift of the Drake
You take on the frightful presence of the dragons. As an action, you can force every creature within 15 feet of you to make a Wisdom saving throw. On a failure, they are afraid of you for 1 minute.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature who succeeds is immune to this ability for the next 24 hours.

Eldritch Force

You can use an action to cast either magic missile or soul arrow°.

Ethereal Web

You can use an action to cause your rune to leap outwards towards a point within 30 feet of you. It expands into a 10 foot cube of mystical, partially ethereal strings. Any creature on the Ethereal Plane is pulled into the material plane while they are in contact with the web, and they are effected by it as described below.

Any creature in the web must succeed on a Dexterity saving throw or be restrained until the beginning of their next turn, where they must make the saving throw again.

The web remains for 8 hours, until you are knocked unconscious, or until you use a bonus action to dismiss it.

Hide in Darkness

Prerequisite: 5th level, Gift of the Monster
You may use an action to cast pass without a trace.

Hunter's Rune

As an action, you can choose to inscribe a special form of blood rune onto one of your weapons. The weapon then begins to pull you towards the nearest creature within 300 feet of you of the type that the blood was taken from, giving you advantage on all Wisdom (Survival) checks made to track the creature.

This rune lasts for 24 hours or until you make an attack with it, after which its tracking properties are lost and it only remains for one minute longer, as with a regular blood rune.

Knockdown

As a reaction, whenever you take damage from a melee weapon or whenever you deal damage with a melee weapon, you can force a Large or smaller creature who you just attacked or who just attacked you to make a Strength saving throw or be knocked prone.

Overcharge

Prerequisite: 10th level
When you deal damage with a weapon attack with an inscribed rune, you may choose to forgo damage to activate this flare and cast dispel magic.

Medusa's Gaze

Prerequisite: 10th level, Gift of the Monster
You may use an action to cause a creature within 30 feet of you who can see you to begin turning to stone. That creature must make a Constitution saving throw or have their movement speed reduced by half. At the beginning of their next turn, they must make a Constitution saving throw or become restrained. Finally, on their next turn they must make a Constitution saving throw or become petrified for 1 hour, or until you lose concentration, as if concentrating on a spell.

If any of the creature's Constitution saving throws succeed, the effect ends, and the creature is immune to this flare for the next 24 hours. A greater restoration or similarly powerful magic dispels this effect. If you create another blood rune before the creature is petrified, the flare ends.

Searing Flames

You can use an action to cast burning hands.

At level 5, you can choose to cast scorching ray instead.

At level 9, you can choose to cast fireball instead.

Seeking Arrows

Prerequisite: 5th level
When you take the Attack action with a ranged weapon using ammunition that is imbued with a blood rune, you can choose to use this Flare to add your Charisma modifier to all attack and damage rolls with attacks using those pieces of ammunition during that Attack action.

You also still add your Drakeblood Damage to those attacks damage even though the rune is expended in activating this ability.

Shell

As a reaction, you may either cast shield or absorb elements.

Sigil of Sight

Prerequisite: Gift of the Ancient
You may use an action to transfer your rune onto a non-moving point within 5 feet of you that you can see. You can use your Action to look through your rune as if you were standing in that 5 foot space. The rune is barely visible, only able to be seen with a Perception check against your Flare DC.

Once transferred, the rune lasts until you use a bonus action to de-activate it (although the physical rune stays there), until you create a new blood rune, until it is ruined, or until 24 hours have passed, after which it is ruined. While your Rune is placed somewhere as a Sigil of Sight, you do not gain your Rune damage in weapon attacks and you cannot ruin the rune to activate Flares.

You must be on the same plane of existence to see through your rune.

Mind Wipe

Prerequisite: 17th level, Gift of the Ancient
Choose a single creature within 30 feet of you. That creature must succeed on an Intelligence saving throw or have the last hour of their memories wiped.

After doing so, you may make a Charisma (Persuasion) check versus their Wisdom (Insight) check. On a success, anything you narrarate to them for the next minute fills in the missing memories, so long as it remains plausible to the listener.

These false memories can be dispelled with a dispel magic. This ability is considered a 5th level spell for the purposes of dispel magic. After the false memories are dispeled, a creature can have its original memories restored via greater restoration or similarly powerful magic.

Vampiric Step

Prerequisite: 5th level
You can use an action to cast levitate or a bonus action to cast misty step.

Vampiric Flight

Prerequisite: 10th level
You can use an action to cause the rune to spread to your back and expand into crimson wings. You have a flying speed of 30 feet with these wings. You maintain these wings for 10 minutes, or until you lose concentration, as if concentrating on a spell.

The wings fade when you create another blood rune.

Wrathful Chains

Prerequisite: 17th level
You can use an action to cast hold monster or hold person.

The creature type detailed in your Gift's Enmity has disadvantage on this saving throw.

Special Items

Sometimes, a drakeblood may wish to buy items required for their abilites rather than harvest them from their foes. These prices are suggested, but obviously they would be different based on availability and legality. Characters with the Criminal Contact or Thieves Cant features might be able to gain access to these items even if they are illegal.

Item Cost Weight
Artisan's Tools
   Harvester's Tools 25 gp 5 lbs
Blood Vials
   Beast Blood (3) 6 gp 1 lbs
   Humanoid Blood (3) 30 gp 1 lbs
   Rare Humanoid Blood (3) 90 gp 1 lbs
   Abberation Blood (3) 60 gp 1 lbs
   Monstrosity Blood (3) 45 gp 1 lbs
   Draconic Blood (3) 60 gp 1 lbs
   True Dragon Blood (3) 150 gp 1 lbs
   Celestial Blood (3) 150 gp 1 lbs
   Elemental Essence (3) 150 gp 0 lbs
   Fey Blood (3) 45 gp 1 lbs
   Fiendish Blood (3) 60 gp 1 lbs
   Giantish Blood (3) 60 gp 1 lbs
   Ooze Necrotic Residue (3) 45 gp 1 lbs
   Flora Death Sap (3) 30 gp 3 lbs
   Deadman's Blood (3) 45 gp 1 lbs
Steel Vial 3 gp 2 lbs

Blood Vials. Each type of vial is related to a specific type of creature. Beast blood is the most common, and can be bought from butchers and huntsmen. Humanoid blood is usually illegal to sell or buy, and its harvesting is considered detestable for obvious reasons. However, some criminal organizations can sell these blood vials. Other blood can often be bought from mages or traveling adventurers depending on the availability.

Elemental Essence, Ooze Necrotic Residue, Deadman's Blood, and Flora Death Sap are all effective blood substitutes for the Elemental, Ooze, Undead, and Plant monster types, respectively. Constructs do not have blood or a bloodlike substitute. Assume a higher price for a specific creature's blood, such as the blood of a red dragon as opposed to general True Dragon blood.

Steel Vial. This small, alchemically reinforced vial can hold even the most hot or caustic of substances, and ignores to the glass-shattering effect of shatter and similar abilities.

Crafting Weapons and Armor

In order to craft a weapon or armor from your enemies, you must first harvest the enemy (see the Harvester ability above) for the appropriate materials, then spend a certain amount of days crafting that item. You must be of a level to craft these items.

The cost of these items is reflective of the special bloods, arcane runes, and extra materials required to create the items.

Item Cost Material Type Time
Simple Melee Weapons
Club, Dagger, Light Hammer, Sickle 5 sp Bone 1 hour
Greatclub, Quarterstaff, Javelin 5 sp Bone 2 hours
Handaxe, Mace, Spear 2 gp Bone 4 hours
Simple Ranged Weapons
Dart, Arrows/Bolts (20), Sling 1 sp Fang or Bone or Needle 10 minutes
Shortbow, Light Crossbow 10 gp Bone, Leather 4 hours
Martial Melee Weapons
Battleaxe, Warhammer, Longsword 5 gp Bone 8 hours
Flail, Morningstar, War Pick 10 gp Bone, Fang or Needle 8 hours
Glaive, Greataxe, Greatsword 15 gp Bone, Large Claw or Fang 12 hours
Halberd, Pike, Trident, Rapier 10 gp Bone, Needle 8 hours
Lance 5 gp Bone, Large Needle or Fang 8 hours
Scimitar, Shortsword 10 gp Bone, Claw 4 hours
Whip 1 gp Leather 2 hours
Item Cost Material Type Time
Martial Ranged Weapons
Blowgun 5 gp Bone 1 hour
Longbow, Hand Crossbow, Heavy Crossbow 20 gp Bone, Leather 12 hours
Net 5 sp Leather 10 minutes
Light Armor
Leather 5 gp Leather 4 hours
Studded Leather 30 gp Leather, Bone 8 hours
Medium Armor
Hide 5 gp Leather 2 hours
Scale Mail 35 gp Scales, Leather 8 hours
Breast Plate 300 gp Leather, Shell or Plates or Carapace 12 hours
Half-Plate 500 gp Leather, Shell or Plates or Carapace 24 hours
Shields
Bone Shield 5 gp Bone, Shell or Plates or Carapace 12 hours
Changelog

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The Mistborn

A young Tiefling darts into the alley, strange wispy mists wrapping around their tattered cloak. Suddenly, coins come rocketing from the mists piercing through the guard's armor with the force of a heavy bolt, before they notice the horned thief flying through the skies with an inhumanly tall leap.

A nobleman with a fine moustache and a wispy cape walks calmly through the crowd of apathetic gnolls, mentally focusing on keeping them calm while recognizing he only has a few minutes left to spare.

The gnome sits by at the bar, taking a glance around and flaring the dull metal in his stomach. Faint orbs of light emanate from a weaselly man fidgeting in the corner, showing his veiled aura of protection to his seeker eyes.

These unique magic users are all Mistborn, people who manipulate metals and internal workings of other creatures through the use of Allomancy, the magic of burning metals. Sly and subtly magical, mistborn are nearly undetectable when using their powers, and they are favored by mysterious mists, though no one can for sure say why...

Allomancy and Roguery

The mistborn uses a magical force called Allomancy. By ingesting small amounts of pure metals that are tested to be allomantically sound, a mistborn can later magically burn them as fuel for their special abilities. Burning metals requires no physical tells, unless the mistborn is being looked on by seeker mistborn, making them naturally adept at sneaking and thievery, even infiltration at high society.

Mistborn are all alchemsists as well, requiring a specific knowledge of metallic alloys and how to prepare their special concoctions of metal to fuel their power.

A Born Talent

There is a chance for any person to be born as a mistborn, but very few ever discover their gifts. In order to discover latent allomantic talent, a potential mistborn must "snap" into their power, often by violent or traumatic means.

However, afterwards a combination of practice and natural magical progression allows the mistborn to be able to tolerate and control more powerful and rarer meals. Some of these metals can be so rare that it may take an entire quest or even campaign to get access them.

Creating a Mistborn

Every mistborn snaps into their allomantic abilities, then must harness these abilities through training and exposer to different metals and stimuli. Howe did your mistborn snap? Was it a traumatic experience, or perhaps you come from a tradition that puts youths through tough gauntlets to see if they would snap into allomantic power? How did you learn to control the mists, or did they chose you?

Quick Build

You can make a mistborn quickly by following these suggestions. First, put your highest ability score in either Wisdom or Constitution, followed by the one you didn't choose. Second, choose the Criminal or Courtier background.

The Mistborn
Level Proficiency Bonus Features Allomantic Stores Toxin Threshold
1st +2 Allomancy, Mist Cloak 4
2nd +2 Specialty Metal, Allomantic Flare 6 2
3rd +2 Expertise 14 3
4th +2 Ability Score Improvement 17 3
5th +3 Mist Recovery 27 5
6th +3 Specialty Feature 32 5
7th +3 –– 38 6
8th +3 Ability Score Improvement 44 6
9th +2 –– 57 7
10th +2 Specialty Feature 64 7
11th +2 Higher Metal Training 73 7
12th +2 Ability Score Improvement 73 7
13th +2 Higher Metal Improvement 83 7
14th +2 Specialty Feature 83 7
15th +2 Higher Metal Improvement 94 7
16th +2 Ability Score Improvement 94 7
17th +2 God Metal 107 7
18th +2 Internalized Metals 114 7
19th +2 Ability Score Improvement 123 7
20th +2 Allomantic Fusion 133 7

Class Features

As a Mistborn, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per mistborn level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mistborn level after 1st

Proficiencies


  • Armor: Light
  • Weapons: Simple, Shortswords, Hand Crossbows, Rapiers, Nets, and Whips
  • Tools: Alchemist's supplies

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose any 3 skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a hand crossbow and 20 bolts or (b) a shortsword
  • (a) a diplomat's pack or (b) a burglar's pack
  • (a) a mist cloak, 2 glass daggers, and alchemist's supplies.

Allomancy

Mistborn are adepts of a magical technique known as Allomancy, which allows them to burn flakes of ingested metals in their body to use as fuel for unique magics. When you complete a long rest and you have your Alchemist's Supplies with you, you may choose a number of Basic metals as shown below to consume equal to your Allomantic Stores. As you do so, you may activate these metals as described below.

Some metals call for a Saving Throw when called on by an ability. Metals either have a Mental or a Physical Saving Throw, which are calculated as follows:

Mental Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Physical Save DC = 8 + your proficiency bonus +

your Constitution modifier

When you complete a long rest, you may change your combination of metals in any way you choose. If you do not declare that you change your metals, you are assumed to prepare and consume the same ratio.

If you consume metals that are not Allomantically sound, you become poisoned for the next hour. While poisoned in this way, you cannot use any Allomancy abilities. There are some allomanyic metals that are yet to be discovered, but most metals and alloys, apart from the ones listed below in the Allomantic Metals section of this feature, are not Allomantically sound.

Burning Metals

Activating metals requires you to convert them into alchemical energy inside your body- a process known as "burning" metals. It is generally an Action to begin to burn a metal, unless the metal's description says otherwise. It is a free action to stop burning a metal.

Once you begin to burn a given metal feature, you generally must first drop it and begin to burn again if you wish to use its feature again or on a new target. For example, if you burn iron on a sack of coins and pull it to you, but you then want to pull sack of coins to you, you must stop burning your iron on the first sack of coins as a free action and use an action to once again begin burning it on the second sack of coins. You immediately stop burning all metals if you become incapacitated.

Burning metals simultaneously is difficult and can be dangerous for the Mistborn if done improperly. Therefore, you may only burn two types of metals simultaneously. The amount of metal types you can simultaneously burn increases as you gain levels in this class, increasing to three types at level 5, four types at level 9, five types at level 13, and six types at level 17.

If you attempt to burn more metals simultaneously than you can at your level, you must make a Constitution saving throw at the end of each of your turns burning those extra metals, of a DC equal to 15 + the number of metals you are currently burning + the number of rounds you have spent burning too many metals. If you fail, you stop burning any metal you are currently burning, and you are then are affected by the allomantic backlash and are incapacitated until the end of your next turn.

Allomantic Metals

Each Allomantic metal has its own metal and its Alloy, which deal opposite effects. For example, Iron pulls metal sources towards them, while Steel, its alloy, pushes them towards metal sources. Using metals requires no spell components, but those who can sense magic senses it as such.

Iron

Iron allows you to pull on physical metal around you. As an Action, you may burn 1 Iron store to select 1 metal object, or a cluster of small metal objects that fits within a 1 foot cube, within 120 feet of you. You pull that object(s) in a direct line towards you at a rate of 30 feet whenever you use an action to begin burning or a bonus action to maintain it. If the metal is within another living creature (such as iron in a person's blood, or metals in another Allomancer's stomach), you cannot pull it. Aluminium and its alloys cannot be pulled with Iron.

After burning this metal, you may use a bonus action on each of your turns for 1 minute to maintain your pull on that object, ending at the end of your turn after 1 minute has passed or after you do not use a bonus action to maintain it. If this ability would end at the end of your turn, you may expend 1 more Iron store to keep your grasp on the object. You lose your grip and stop burning this metal if the object moves more than 120 feet away from you.

A piece of metal that is heavier than you instead pulls you towards the metal source at a rate of 30 feet when you begin burning or whenever you maintain your Iron, or half as much if you are being lifted off the ground or through rough terrain. If you end your turn in the air, you levitate there for as long as you are burning iron unless you take damage, in which case you must make a Dexterity saving throw equal to half the damage taken or 10, whichever is higher. On a failure, you stop burning iron and fall.

A creature that is wearing or holding a metal object pulled on by this ability must succeed on a Physical Strength saving throw or either let go of the object or be knocked prone if they are wearing the metal. When a creature is in the direct path of an object being pulled by this ability, they must succeed on a Physical Dexterity saving throw or take 1d8 damage of an appropriate type determined by the object being pulled (this is usually piercing or bludgeoning).

This damage increases at certain levels: 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. If a creature succeeds on this saving throw, they succeed on all other Iron or Steel saving throws you force them to make during this turn, unless caused by a Flare or specialized ability.

Steel

Steel, an alloy of Iron, allows you to push on physical metal around you. As an Action, you may burn 1 Steel store to select 1 metal object, or a cluster of small metal objects that fits within a 1 foot cube, within 120 feet of you to push in a direct line away from you at a rate of 30 feet whenever you use an action to begin burning or a bonus action to maintain it. If the metal is within another living creature (such as the steel in a person's piercings, or metals in another Allomancer's stomach), you cannot push it. Aluminium and its alloys cannot be push with Iron.

After burning this metal, you may use a bonus action on each of your turns for 1 minute to maintain your push on that object, ending at the end of your turn after 1 minute has passed or after you do not use a bonus action to maintain it. If this ability would end at the end of your turn, you may expend 1 more Steel store to keep your push on the object. You lose your push and stop burning this metal if the object moves more than 120 feet away from you.

A piece of metal that is heavier than you or that is otherwise prevented from moving forwards instead pushes you away from the metal source at a rate of 30 feet when you begin burning or whenever you maintain your Steel.

A creature that is wearing or holding a metal object pulled on by this ability must succeed on a Physical Strength saving throw or either let go of the object or be knocked 15 feet away from you if they are wearing the metal. If a creature is in the direct path of the object being pushed by this ability they must succeed on a Physical Dexterity saving throw or take 1d8 damage of the appropriate type.

This damage increases at certain levels: 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. If a creature succeeds on this saving throw, they succeed on all other Iron or Steel saving throws you force them to make during this turn, unless caused by a Flare or specialized ability.

Tin

Tin allows you to enhance your internal senses. As a bonus action, you can burn 1 Tin store to gain its effects for 1 hour. If at the end of that hour you would end your turn and stop burning Tin, you can choose to expend 1 more store to keep burning it for an hour more. You gain advantage on all Wisdom (Perception) checks while burning Tin, and you have darkvision out to 120 feet. This darkvision can also see through non-magical and magical mist and fog.

However, Tin makes you susceptible to loud sounds or other stimuli. You are vulnerable to all thunder damage while burning Tin, and if you take any thunder damage while burning Tin, you must succeed on a Constitution saving throw with a DC of 10 or the total thunder damage dealt, whichever is higher. If you fail, you become stunned until the end of your next turn.

Pewter

Pewter, an alloy of Tin, allows you to increase your external power and physical strength. You may use a bonus action to burn 1 Pewter store to grant yourself additional strength. You begin to burn Pewter until the end of your next turn, you deal an additional 1d6 weapon damage whenever you deal damage with a melee weapon attack, and you have advantage on all Strength checks and saving throws. This additional damage increases to 2d6 at level 11.

If you would end your Pewter burning at the end of your turn, you may expend 1 Pewter store to continue burning it until the end of your next turn.

Copper

Copper allows you to create an invisible cloud of around you called a Coppercloud, which dampens all Allomantic and magical abilities so that you cannot be sensed by magical means. As an action, you may begin to burn 1 store of Copper for 1 minute. At the end of your turn, when you would stop burning Copper, you may expend 1 Copper to keep burning it for 1 more minute.

While within 15 feet of you (which is inside the Coppercloud), any spellcaster or allomancer can cast a spell or burn metals, but any magical detection will fail to determine that they are casting a spell or burning a metal.

If a creature who is burning Bronze or who is concentrating on a divination spell such as detect magic or locate object enters the Coppercloud, they immediately lose concentration on that spell.

Bronze

Bronze, an alloy of Copper, allows you to sense outwards and touch the metal and magic reserves of other creatures, sensing their presence. As an action, you can burn 1 Bronze to increase your extrasensory perception for 1 minute, allowing you to detect if there are any creatures within 30 feet of you that are burning a metal, are concentrating on a spell, or are emitting a magical aura (such as with nystul's magic aura). If you would end your bronze burning at the end of your turn, you may expend 1 store of bronze to keep burning it for 1 more minute.

You know which creature is the source of any given magic or allomancy you sense in this way, but you do not know the creature's type or the magic's type. While burning Bronze, you also have advantage on any saving throws or checks made against Zinc or Brass Allomancy that you can sense, as you know what they are attempting to do to you.

You cannot burn bronze while inside a Coppercloud, and any creature inside a Coppercloud is masked from your Bronze sense.

Zinc

Zinc is an emotional metal that allows you to inflame other's emotions into raging. As an Action, you can begin to burn any number of Zinc stores to target an equal number of creatures you can see within 30 feet of you. They must succeed on a Mental Charisma saving throw or become charmed by you for 1 minute, until you move more than 60 feet away from them, or until you stop burning Zinc. While charmed in this way, they are extremely angry or volatile, and may attack at the slightest provocation.

They may re-attempt this saving throw at the end of each of their turns, ending the effect on a success. A creature can choose to fail this saving throw. As soon as you are not charming any creatures with your Zinc, you stop burning the metal. If you would stop burning Zinc at the end of your turn and therefore lift the charmed conditions of any creatures effected by it, you may expend a number of Zinc stores equal to the number of creatures you currently have charmed by your Zinc to keep burning it for 1 more minute.

A creature who knows that you are a Mistborn or Misting knows that they were being effected by emotional allomancy when they are released from this charm. Otherwise, they are none the wiser that they were effected by magic.

Brass

Brass, an alloy of Zinc, is an emotional metal that allows you to dampen other's emotions, producing a calming effect. As an Action, you can begin to burn any number of Brass stores to target an equal number of creatures you can see within 30 feet of you. They must succeed on a Mental Charisma saving throw or become charmed by you for 1 minute, until you move more than 60 feet away from them, or until you stop burning Brass. While charmed in this way, they are calm and suggestible, often agreeing with your speech.

They may re-attempt this saving throw at the end of each of their turns, ending the effect on a success. A creature can choose to fail this saving throw. As soon as you are not charming any creatures with your Brass, you stop burning the metal. If you would stop burning Brass at the end of your turn and therefore lift the charmed conditions of any creatures effected by it, you may expend a number of Brass stores equal to the number of creatures you currently have charmed by your Brass to keep burning it for 1 more minute.

A creature who knows that they were talking to a Mistborn or Misting knows that they were being effected by emotional allomancy. Otherwise, they are none the wiser that they were effected by magic.

Mist Cloak

Mistborn can create a magical cloak around them that allows them to call mists to hide in during battle. As a bonus action, the mistborn can attempt to disorient their foes by enveloping themselves in mist. They may make a Dexterity (Stealth) check against a single enemy’s Wisdom (Perception), if the enemy is within 30 feet of them. On a success, the mists envelope the mistborn. They do not draw attacks of opportunity from the targeted enemy, and that enemy either has disadvantage on the next saving throw the mistborn makes it perform, or the mistborn has advantage on the next attack roll they make against it.

This effect lasts until the end of the mistborn’s next turn or until they force disadvantage or advantage with this ability. A creature cannot be effected by this ability if they can see through magical mist or illusions.

You may use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.

Specialty Metal

At level 2, mistborn specialize in a specific basic metal group. When you choose your metal, you choose both the metal and its alloy- for instance, a mistborn who specializes in Iron also specializes in Steel. You may specialize in one of 4 metal pairs: Iron, Tin, Copper, and Zinc. Your choice grants you additional flares and features.

You gain additional features from this choice at levels 6, 10, and 14. The Specialties are detailed at the end of the class features.

Allomantic Flares

Additionally at level 2, you learn how to Flare your metal in certain ways to create special effects. When you flare a metal, you quickly burn a large amount of it to create a spectacular effect. Since burning a lot of metal at once can sicken a mistborn, you may only flare metal up to your Toxin Threshold, as determined on the Toxin Threshold column on the mistborn table. You learn 1 flare of your choice at this level, gaining 1 more for every mistborn level past 2nd. You may only learn flares of a Toxin Threshold that you can perform.

Every time you gain a level in this class, you may also replace one flare with another, granted you still meet the prerequisites to learn that flare. All flares are outlined at the end of the specialty features.

Expertise

At level 3, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Mist Recovery

At level 5, you recover all expended uses of your Mist Cloak whenever you complete a short or long rest.

Higher Metal Training

At level 11, you can learn how to manipulate a single powerful metal called a higher metal. Choose one higher metal from the list below to learn. When you are preparing your Allomantic Stores, you may use 9 stores to prepare one use of a Higher metal you know.

You learn one more higher metal at levels 13 and 15. Also, beginning at level 13, you may spend 19 stores to prepare two Higher Metal uses, and at level 15 you may spend 30 stores to prepare three Higher Metal uses. The eight Higher Metals are listed below.

Gold

A rather strange metal to use, Gold allows you to see what would have happened if you chose something different in the past. As a bonus action, choose a single ability check, saving throw or attack roll you have made or that have been made against you within the last hour. You enter into a brief trance where you see if the outcome had been different (say, if you had failed a save you had succeeded on). This trance shows you the direct outcome of the action, and then ends. While burning gold isn't particularly useful, but some people can create unique uses for it.

Electrum

Electrum, an alloy of gold, allows you to see into your own future briefly and counter other abilities that manipulate your fate. As a bonus action you can begin to burn this metal for 1 minute. While burning this metal, no creature can magically gain advantage on attacks or ability checks against you, nor can they ever magically add additional dice to attacks or ability checks against you, such as with the bless spell or bardic inspiration feature.

Additionally, while burning Electrum, you cannot be effected by the School of Divination Wizard's Portent feature, nor does a creature burning Atium gain any of its benefits against you.

Cadmium

Cadmium allows you to create a bubble of lethargy and time halting around you. As an Action, you may begin to burn Cadmium for 1 minute. For the duration, you create a 30 foot sphere of chronomancy that slows down time, centered on yourself. Any creature inside the sphere when it is created has their movement speed halved, they cannot take reactions, and they cannot move out of the sphere. Also, all creatures outside cannot move inside the sphere, and any attacks made from the outside into the sphere are at disadvantage.

If you stop burning this metal, the sphere immediately goes away. If made in the same space as Bendalloy, both spheres are immediately dissipated and both metals are burnt away.

Bendalloy

Bendalloy, an alloy of Cadmium, allows you to create a bubble of speed and increase the time flow around you. As an Action, you may begin to burn Bendalloy for 1 minute. For the duration, you create a sphere of chronomancy that speeds up time, centered on yourself. Any creature inside the sphere when it is created has their movement speed is doubled, they can take one extra Action on their turn (which must be a single weapon attack), and they cannot move out of the sphere. Also, all creatures outside cannot move inside the sphere, and any attacks made from the outside into the sphere are at disadvantage.

You may extinguish the metal and dissipate the sphere early as a bonus action. If made in the same space as Cadmium, both spheres are immediately dissipated.

Aluminum

Aluminum can seem a somewhat useless metal to learn, but can be used in a dire situation to purge yourself of metals and heighten your resolve for 1 minute. You may use an Action to purge all metals from your body, dropping your Allomantic stores to 0. When you do so, you also end all magical effects, curses, or diseases that are effecting you, and you cannot be effected by the same effect, curse, or disease for 1 minute.

Additionally, you gain temporary hit points equal to the amount of Allomantic Stores burnt away, to a maximum amount of temporary hit points equal to twice your level. These temporary hit points fade once you complete a short or long rest.

You also burn away all Higher and God metals when you use this ability.

Duralumin

Duralumin, an alloy of Aluminum, allows you to flare all your metals simultaneously to create a powerful effect. Whenever you create a Flare effect, you may also burn Duralumin to burn away all your metal stores, reducing your Allomantic stores to 0. When you do so, you automatically cause any creature to fail a saving throw caused by that flare, you may gain advantage on any attack roll using that flare, and you can create up to two additional flares using that same metal at that same time.

Additionally, you gain advantage on all saves caused by magical effects you can see for 1 minute, as the residual power of your Flares lingers around you.

You also burn away all Higher and God metals when you use this ability.

Chromium

Chromium allows an mistborn to destroy other creature's supply of metals or magical power. Whenever you hit a creature with a melee weapon attack, you may also choose to burn one use of Chromium to force them to make a Mental Constitution saving throw. If they fail, choose a number of Spell Slots equal to half your mistborn level, rounded up. You reduce that creature's spell slots by an amount equal to those levels, in any combination you choose. If they had the Pact Magic feature, they instead lose one Pact Magic spell slot.

Alternatively, you can choose a number of allomantic stores equal to half your maximum stores. The creature loses those stores, starting with metals of your choice.

Nicrosil

Nicrosil, an alloy of Chromium, allows you to destroy spells or metals a creature is concentrating on or burning. When you hit a creature with a melee weapon attack, you may choose to burn one use of Nicrosil to cause it to burst all their focused magical power away. The target must make a Mental Constitution saving throw. On a failure, a creature who is burning a metal loses all of their stores of that metal.

Alternatively, creature who is concentrating on a spell loses concentration on that spell and cannot cast a spell of that type until they complete a long rest.

God Metal

At level 17, you learn how to use a single extremely powerful metal known as a God Metal. When you are preparing your Allomantic Stores, you may use 13 stores to prepare a single use of a God Metal you know. The three God Metals are listed below.

Lerasium

Lerasium is a powerful metal which allows you to transfer some of your power to another creature. As an Action, you may touch a single willing creature within range and give it a number of Allomantic Stores that are no greater to your mistborn level for 1 hour. You choose the metals they gain, which you must also have prepared. They cannot flare these metals, and they use your Physical and Mental Save DCs. You can only grant Basic metals with this ability.

Atium

Atium is the most rare and powerful metal a mistborn can burn. When you begin to burn Atium as a bonus action, you gain its effects for a number of turns equal to your Wisdom modifier. You can see shadows of what other creatures are intending to do in the future, and time slows around you. While burning Atium, you gain the following benefits:

  • You can use your reaction to cause any attack made against you that would hit you to miss.
  • You have advantage on all attack rolls, as well as all Wisdom and Dexterity saving throws.
  • You cannot be surprised, and no creature can gain advantage on an attack roll against you unless you are restrained or you stop burning Atium.

You lose all benefits against another creature that is burning Atium, Electrum, or who is under the effects of the foresight spell.

Malatium

Malatium, an alloy of Atium, allows you to look into a creature's past. You can use an Action to burn Malatium and target a single creature within 120 feet of you that you can see. You instantly learn the superficial facets of the creature's past, you know any class levels it has, and you know its true name or title. Your mind is heightened to process all this information in the span of less than a second, allowing you to immediately act on it.

Internalized Metals

At level 18, you have learned how to burn certain metals without using up your stores. Choose a single Basic metal. You can burn that metal without using your Allomantic stores. You must still use stores to flare the metal, however.

Allomantic Fusion

At level 20, you can create bursts of combined flares with your metals. Whenever you create a flare, you may also create one more flare at the same time of the same metal or a different one. You need not expend extra Allomantic stores for this second flare, but it must not be of a higher Toxin level than the first flare.

You may use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.

Metal Specializations

Mistborn often pair their metals together, each specialization representing a "push" or "pull" of a certain element and its alloy. These mistborn become more adept at using this specific metal, granting them special fighting styles and abilities.

Iron Specialist

Also known as Coinshots or Lurchers, Iron and Steel specialists can use small projectiles as potent weapons in the battlefield, and seem to fly using a fluid combination of metal pushing and pulling. Flashy terrors on the battlefield, Iron specialists can tear foes apart with allomantic force and a handful of copper coins.

Bonus Flares

When you choose this specialization at level 2, you also learn 2 flares of your choice from either the Iron or Steel flare list. If you later replace these flares, they must come from either of those lists.

Allomantic Fluidity

Additionally at level 2, whenever you burn either Iron or Steel, you may also burn the other metal as part of the same Action. You may also manipulate both as part of the same bonus action.

Additionally, while you are burning both Iron and Steel, you are considered to only be burning one metal between the two of them.

Coinshot

At level 6, whenever you take the Attack action, you may use a bonus action and burn 1 Steel store to shoot off two small, metal projectiles at creatures you can see within 60 feet of you, or 300 feet at disadvantage.

Make a ranged weapon attack for each projectile, dealing 1d4 + your Dexterity modifier piercing damage on a hit. Copper coins are common projectiles for this ability, as they are cheap, inconspicuous, and easy to carry around.

Iron Deflection

At level 10, whenever you are hit by a ranged attack with a metal weapon, such as a metal arrowhead or a bullet, you may use your reaction and burn 1 Iron to reduce the damage by 1d10 + your Wisdom modifier + your mistborn level.

If you reduce the damage to 0, you may then spend 1 Iron to deflect it at an enemy creature, making a single Coinshot attack at that creature.

Molecular Manipulation

At level 14, you can manipulate the trace levels of metal in the molecules of any object or creature. You may burn 10 Iron or Steel to target a non-metal object within 30 feet of you with an Iron pull or Steel push.

When you do so, you may only allomantically move the object a maximum of 15 feet per turn, and any saving throws forced on a creature as a part of burning Iron or Steel in this way are made at advantage.

Tin Specialist

Also known as Tineyes or Pewterarms, Tin and Pewter Specialists focus on manipulating the pure physical power of allomancy, turning themselves into a force to be reckoned with in battle. Some Tin specialists fight as evasive fighters on the frontlines, while others rival barbarians in brute power.

However, their greatest strength is also their greatest weakness, as some Tineyes can be disabled by powerful senses, and Pewterarms might unwittingly shrug off wounds that, after their Pewter runs out, turn out to be fatal. The best Tin specialists are those who fuse tactics with brutality to achieve success on the battlefield.

Bonus Flares

When you choose this specialization at level 2, you also learn 2 flares of your choice from either the Tin or Pewter flare list. If you later replace these flares, they must come from either of those lists.

Physical Allomancy

Additionally at level 2, your constant burning of trace Pewter increases your hit point maximum by 1 per every mistborn level.

Additionally, while unarmored, your combination of heightened senses and physical toughness grants you an AC that equals 10 + your Constitution modifier + your Wisdom modifier. You must not be wearing armor or wielding a shield to gain this benefit.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Pewterarm Resilience

At level 10, whenever you are burning Pewter, your Allomancy grants you additional resilience. While you are burning Pewter, your hit point maximum and hit points are increased by double your mistborn level. If you end your Pewter burning, you lose a number of hit points equal to double your mistborn level as you drop your maximum hit points back down to their normal state.

You can be knocked unconscious if you are dropped to 0 hit points by this ability, but you cannot be instantly killed by it, as with massive damage.

Tineye Senses

At level 14, you can sense every movement around you. While you are burning Tin, you have advantage on all Dexterity saving throws. If the saving throw was to take half damage, you instead take no damage on a success and half damage on a failure.

However, you have disadvantage on any saving throw made against Thunder damage. You do not gain the above advantage on Dexterity saves, nor the reduced damage on failed or successful save, if it to resist Thunder damage.

Copper Specialist

Also known as Smokers or Seekers, Copper and Bronze specialists are key investigators and sneaks. They can sense the slightest allomantic or magical auras, and can determine other's type of spell that is cast, or even the intent and proficiency with magic that they use it with. The most powerful Seekers can even pierce other's Copperclouds, with extreme practice.

Bonus Flares

When you choose this specialization at level 2, you also learn 2 flares of your choice from either the Copper or Bronze flare list. If you later replace these flares, they must come from either of those lists.

Extended Allomancy

Additionally at 2nd level, whenever you burn either Copper or Bronze, each burning of that metal extends from 1 minute to 1 hour. Your Coppercloud extends to a 30 foot radius around you, and you can select which creatures are masked or not when they enter the cloud. Your range for Bronze sight increases to 120 feet.

Seeker Combat

At 6th level, you can sense the slightest change in magical emotion or allomantic presence within creatures while burning Brone. Whenever you take when Attack action while burning Bronze, you may choose gain advantage an attack roll against a creature within 120 feet of you who is not masked burning Copper or otherwise masked from Bronze detection.

You may only gain this advantage once per turn.

Smoker

At 10th level, your Coppercloud makes others have difficulty pinning your allomancy down. When you use an allomantic ability or flare on a creature within 30 feet of you while you are burning copper, you can burn 2 copper to grant disadvantage on the first saving throw caused by that ability.

Hemalurgic Seeker

At 14th level, you can empower your abilities to pierce an enemy's resistances to your Bronze sight. By burning 5 Bronze, you can force any creatures within range who would otherwise be masked from your Bronze sight to make a Mental Wisdom saving throw. On a failure, they cannot become immune to your Bronze sense for 1 minute, or until they leave your Bronze sense range.

Zinc Specialist

Also known as Rioters or Soothers, Zinc and Brass specialists can manipulate people with a massive level of subtle charm. Their mental allomancy allows them to confuse and embolden individuals on the battlefield, with the most powerful able to incite massive riots or calm dozens of people for a time.

Bonus Flares

When you choose this specialization at level 2, you also learn 2 flares of your choice from either the Zinc or Brass flare list. If you later replace these flares, they must come from either of those lists.

Empowered Charm

Additionally at level 2, whenever a creature fails a Charisma saving throw against your Zinc or Brass burning, they remain effected by it for the duration.

Rioting Surge

At level 6, whenever you take the Attack action, you may use a bonus action to burn 1 Zinc and cause a single creature you can see within 30 feet of you to make a Mental Charisma saving throw. They automatically fail on this save if they were already charmed by your Zinc burning. On a failure, the charmed creature must make a melee weapon attack against another creature of your choice within range of them.

Charming Shield

At level 10, any creature who is charmed by you cannot target you or your allies with an attack or harmful spell or ability unless you command them to.

Complete Control

At level 14, you can attempt to charm any creature, even if they have immunity to the charmed condition.

Additionally, you may use an Action on your turn to burn 5 Zinc to cause a creature you have charmed with Zinc target a single creature within 30 feet of it as the focus for all its aggressive attacks or spells on its next turn. You may also use an Action to burn 5 Brass to cause a creature who is charmed with Brass to perform any non-violent task you ask of it on its next turn.

Once you use this ability to command a creature in either way, you cannot do so again until you complete a long rest.

Allomantic Flares

When you learn a Flare, you must burn the specific Basic metal that the Flare is under. Each flare requires a certain amount of metal, but often can burn extra stores to increase its potency.

Iron Flares

Disarming Pull (Cost: 2)

When you pull a weapon or object that another creature is wielding, you can use this flare to immediately force them to let go of the object. If you have a free hand, you can catch the object if it reaches you in that pull action.

Thieves' Iron (Cost: 2)

When you target a locked object or a metal object that another creature is wearing with an iron pull, you may use this flare. You may make a Wisdom check, adding your proficiency against either the DC of the lock or the creature's Passive Perception. If you succeed, you unlock the door or successfully pickpocket the metal object from the creature.

Multi-Pull (Cost: 3)

When you target a creature with your Iron pull, you may flare this metal to target an additional object or creature at the same time. For every two stores burnt using this flare above 3, you can also target an additional object or creature.

Wall Climb (Cost: 3)

You may use an Action to flare this metal and select a single metal wall. You can walk along that wall as if effected by the Spider Climb spell for 1 hour.

Swift Pull (Cost: 3)

You may use this flare to use a bonus action to pull an object, rather than an Action.

Crush Metal (Cost: 5)

As an Action, you can choose a single metal Construct or a creature in metal armor within 60 feet of you that you can see, and use this flare. That creature must succeed on a Physical Strength saving throw or take 5d10 bludgeoning damage, or half as much on a failed save. This damage increases by 2d10 for each store burnt above 5.

Entomb (Cost: 7)

As an Action, you can choose a single creature in metal armor or who is surrounded by metal objects. That creature attracts metal to them, wrapping around them and attempting to bind them. They must succeed on a Physical Strength saving throw or take 8d10 bludgeoning damage and become restrained until the end of your next turn.

Steel Flares

Powerful Shove (Cost: 2)

When you move an object or creature with this ability, you can flare this metal to cause the creature or object to move 10 feet further away from you (or you further away from it, if it is heavier than you). This movement increases by 5 feet per every store used above 2.

Allomantic Leap (Cost: 2)

As a bonus action, you may flare this ability to throw down a small metal object on to the ground and jump, pushing off of it to gain further height. Your jumping distance is increased by 10 feet, plus an additional 10 feet for every store used above 2. This extra movement is not considered part of your movement speed.

Steel Pierce (Cost: 2)

When you hit a creature with a ranged weapon attack that uses metal or whenever you deal damage with a steel push, you may flare your steel to force it deeper, adding an additional 2d8 damage a single damage roll. This damage increases by 1d8 per store used above 2.

Multi-Push (Cost: 3)

When you target a creature with your Steel push, you may flare this metal to target an additional object or creature at the same time. For every two stores burnt using this flare above 3, you can also target an additional object or creature.

Swift Push (Cost: 3)

You may use this flare to use a bonus action to pull an object, rather than an Action.

Scattershot (Cost: 5)

You may hold out a fistful of small iron projectiles, such as a dozen coins, ball bearings, or caltrops, and launch them forwards in a cone of piercing objects. The piercing metal shoots out in a 60 foot cone from you. Any creature inside the cone must succeed on a Physical Dexterity saving throw or take 6d6 piercing damage, or half as much on a failed save. This damage increases by 1d6 for each store burnt above 5.

Allomantic Force (Cost: 6)

You may flare your steel when shoving an object to be considered up to 10 times your weight, forcing most objects away from you instead of you away from them. If you force a creature in the path of this object to make a saving throw to avoid damage, double any damage dice of damage they would take from it.

Tin Flares

Piercing Vision (Cost: 2)

When you begin burning Tin, you may flare it to cause your vision to become more powerful. You can see through magical darkness for up to 60 feet until you stop burning tin.

Swift Dodge (Cost: 2)

When you take damage from an attack that you can see, you may use your reaction to flare your Tin and reduce the damage by half.

Arcane Perception (Cost: 3)

As an Action, you may burn 3 Tin to detect the presence any invisible objects or creatures within 60 feet of you that are not obstructed by any other opaque objects. You know the location and general shape of the object or creature. A creature detected by this flare cannot benefit from its invisibility against you for the next minute.

Focused Sound (Cost: 3)

As an Action, you may flare your Tin to listen to everything around you. For 1 minute, you gain vulnerability to thunder damage, however, you automatically succeed on any Wisdom (Perception) checks made to listen. You may stop burning Tin as a bonus action to end this ability early.

Precision Strike (Cost: 5)

As an Action, you strike for a creature's weak points while flaring tin. Until the end of your next turn, the first attack you make that hits a creature is considered a Critical Hit. After that attack, this effect ends.

Ethereal Sight (Cost: 6)

As an Action, you can see slightly into the Ethereal plane, granting you Truesight out to 30 feet for 10 minutes or until you stop burning Tin.

Share Senses (Cost: 7)

When you begin to burn Tin, you may flare it to select up to 8 other creatures within 30 feet of you. They also gain the benefits, and drawbacks, of your Tin burning until they move more than 30 feet away from you or until 1 minute has passed.

Pewter Flares

Savage Strike (Cost: 2)

When you roll damage against a creature with a weapon attack that benefits from your burning Pewter, you may flare your Pewter to re-roll one damage die, and you must use the second roll. You may reroll an additional die for each store used above 2.

Reinforce Fall (Cost: 2)

As a reaction, you reinforce a fall while burning Pewter to reduce the damage taken by a fall done by 2d10. The d20 increases by 1 for every store burnt above 2.

Relentless Blows (Cost: 3)

When you take the Attack action while burning Pewter, you may flare your Pewter to make an extra weapon attack as a bonus action.

Thug Defense (Cost: 5)

While burning Pewter, you may flare it as an Action to gain resistance to bludgeoning, slashing, and piercing damage for 1 minute. After this minute has passed, make a DC 15 Constitution Saving Throw. On a failure, you gain 1 level of exhaustion.

Pewter Dash (Cost: 5)

As an Action, you can begin to burn your Pewter to gain incredible speed and run great distances. For 1 hour, your speed is 300 feet. At the end of that hour, you may burn an additional 5 Pewter to continue burning at this speed. If you take damage or any action other than actions related to movement (Dash, interacting with the environment to move, jumping) the effect ends. When this effect ends, make a DC 15 Constitution Saving Throw for every 5 Pewter burnt in this way. On each failure, you gain a level of exhaustion.

Neverfall (Cost: 6)

If you would be reduced to 0 hit points while burning Pewter, you may use your reaction to flare it to instead be brought to 1 hit point. Once you stop burning Pewter, you fall to 0 hit points. If you had used this ability more than 3 times without stopping your Pewter burn, you die from the physical shock as soon as you stop burning it.

Mutual Destruction (Cost: 7)

When you hit a creature with both attacks of your Attack action while burning Pewter, you may flare your Pewter as a bonus action to force them to succeed on a Physical Constitution saving throw. If they fail, they are reduced to 0 hit points. If they succeed, they take 8d10 force damage.

When you flare your Pewter in this way, you must also make that saving throw and suffer the same effects.

Copper Flares

Obscuring Cloud (Cost: 2)

When a creature enters your Coppercloud, you may flare your copper to blur their image to others outside of the cloud. Until the end of their next turn, attack rolls made against that creature from sources outside of the Coppercloud are made at disadvantage.

Lingering Cloud (Cost: 2)

While burning copper, you may use an action to flare your copper and grant a number of creatures equal to your Wisdom modifier the benefits of your Coppercloud for 1 minute. You must be burning your copper the entire time while they have this lingering cloud around them, but they need not be near you. If you use 5 or more stores to use this ability, the time extends to 1 hour. If you use 7 stores to use this ability, you need not burn copper to maintain this ability, and it lasts for 8 hours.

Remove Ailments (Cost: 3)

While burning your Copper, you may select a single creature within your Coppercloud and flare your copper as an Action. You may end one effect on them, choosing from: charmed, frightened, confused (as with the Confusion spell or another similar source), slowed (as with the Slow spell or another similar source), or possessed (as with a ghost, expelling the spirit as if effected by Turn Undead). Alternatively, you may select either their Intelligence, Wisdom, or Charisma scores. Any effect that is reducing that score below its regular number is then ended.

Obscure (Cost: 3)

Whenever a creature, including yourself, attempts to make a Stealth check while effected by your Coppercloud, you may flare your copper as a reaction to give it a bonus to the roll equal to your Wisdom modifier.

Empower Cloud (Cost: 5)

When you begin to burn Copper, you may flare it to begin to burn it with more potency. The Coppercloud’s range and duration doubles, and creatures inside that you choose can still burn Bronze or use divination magic.

Mind Shielding (Cost: 6)

As a reaction whenever a creature inside your Coppercloud would either fail a Wisdom, Intelligence, or Charisma Saving Throw, you may instead flare your metal to cause them to succeed.

Counter Divination (Cost: 7)

Whenever you succeed in a Saving throw against being divined upon, as with the Scrying spell, or whenever your Coppercloud prevents such a Scrying, you may use your reaction to flare your copper and instantly cast the same spell on the source of the divination. You know when your Coppercloud defends against these abilities when you learn this flare. You may cast this divination spell in your Coppercloud, but not while inside another’s.

Bronze Flares

Identify Source (Cost: 2)

As an action, whenever you sense the presence of a magical source while burning Bronze, you may flare your Bronze to focus your senses on them.

The creature must succeed on a Mental Intelligence saving throw or betray one aspect of your choice: their creature type (but not subtype); the type of spell they are concentrating on or the type of metal they are burning, if any; their current mental state and total Intelligence score; or the value of any one saving throw of your choice. If you flare using 4 stores of Bronze, you may select 2 of the following aspects to learn, and if you flare using 6 stores of Bronze, you may select 3 aspects to learn.

Mark Target (Cost: 2)

While you are burning bronze and sensing a creature, you may use a bonus action to flare your Bronze and focus your allomantic energy on that creature. They must succeed on a Mental Intelligence saving throw or betray their intentions to you. Until the beginning of your next turn, you gain a bonus to damage rolls against that creature equal to your Wisdom modifier. This effect ends early if you no longer sense the creature with your Bronze.

Assistance (Cost: 2)

As a bonus action on your turn, you may flare your Bronze to use the Help action on a creature who is being detected by your Bronze sense. When you do so in this way, you may be up to 60 feet away and still use the Help action.

Mental Acuity (Cost: 3)

When you fail an Intelligence or Wisdom saving throw caused by a creature you can sense while burning Bronze, you may use your reaction to flare your Bronze to learn their exact magical intent and instead succeed on the saving throw.

Focused Sense (Cost: 5)

As an action, you may flare your Bronze to sense a creature you can see within 30 feet of you that you can see with your Bronze sight, even if they are not fulfilling the prerequisites to normally sense them. This lasts until you stop burning Bronze or until they move more than 30 feet away from you.

Precognitive Mark (Cost: 6)

As an action, you may select a single creature who is being sensed by your Bronze sense to reveal their defenses. That creature must succeed on an Intelligence saving throw or become marked for 1 minute or until you stop burning Bronze.

While marked in this way, any ally who is also being sensed by your Bronze gains a +2 bonus to attack and damage rolls against that creature, and they ignore any resistances they might have to weapon attacks. This bonus increases to +3 if you flare with 7 Bronze.

Copy Power (Cost: 7)

While you are sensing a creature with your Bronze who is also concentrating on a spell, you may use your Action to flare your Bronze attempt to cast that spell. Make an Wisdom check with proficiency, against a DC of 10 + the spell's level. On a success, you can cast that spell as an action for 1 minute.

Once you cast a spell using this flare, you cannot use it again until you complete a short or long rest.

Zinc Flares

Raging Strike (Cost: 2)

When a creature who is rioting with your Zinc burning deals melee weapon damage, you may flare your Zinc as a reaction to strengthen them with their rage and increase their damage. Roll 1d6 and add that to the damage. This damage increases by 1d6 per store burnt above 2.

Aggressive Dash (Cost: 2)

As a bonus action, you can flare your Zinc to cause a creature who is rioting with your Zinc burning to use its reaction to move up to its movement speed towards a creature it has damaged since the beginning of its last turn. If there are multiple creatures they damaged, the rioting creature can choose which to move towards.

Compelling Combat (Cost: 3)

As an action, you may flare your Zinc to compel a creature who is rioting with your Zinc burning to focus its attention on you. For the next minute or until you stop burning Zinc, that creature has disadvantage on any attack rolls against a creature who is not you while it can see you and you are within 60 feet of it.

Redirect Blow (Cost: 3)

As a reaction, whenever you are targeted with an attack, spell, or ability that only effects you by a creature who is rioting with your Zinc burning, you may change the target to another creature within its range instead of yourself.

Aggressive Negotiations (Cost: 5)

When you target a creature(s) with your Zinc, you may choose a single creature and flare your Zinc. If they fail, they become extremely aggressive and unable to create peaceful negotiations. Until you stop burning Bronze, the creature has disadvantage on any Deception, Insight, or Persuasion check they make due to their fury. However, they do gain advantage on Intimidation checks.

Shield of Rage (Cost: 6)

As an Action, you may grant every creature of your choice who are rioting from your Zinc burning to gain 4d6 + 10 temporary hit points. These temporary hit points disappear once you stop burning Zinc.

Blind Anger (Cost: 7)

When you target a creature with your Zinc burning, you may flare it to cause them to enter a blind rage. If they riot from this flare, they may only move, make melee weapon attacks against creatures they can see, or shout incoherently on their turn, and they must make a weapon attack against at least one creature on their turn or take 5d8 psychic damage at the end of their turn. This rage lasts for 1 minute or until you stop burning Zinc. If they were concentrating on a spell before entering a blind rage, the concentration is instantly broken once they enter it.

Brass Flares

Suggestive Word (Cost: 2)

As a bonus action, you may flare your Brass to speak a single, non-violent command to a creature within 60 feet of you who is being soothed by your Brass burning. They must succeed on a Mental Charisma saving throw or attempt to enact that command to the best of their ability on their next turn, ending their turn if they complete the command.

Drain Aggression (Cost: 2)

As a reaction whenever targeted by an attack from a creature you can see within 30 feet of you, you may flare your Brass to force that creature to succeed on a Mental Charisma saving throw. If they fail, they do not attack you and they lose that attack. A creature who is being soothed by your Brass burning automatically fails this saving throw.

Soothing Aura (Cost: 3)

As an bonus action, you may flare your Brass to begin to exude an aura for 10 feet from you that soothes the mind of any creature you choose within that aura. The aura lasts for 1 minute or until you stop burning Brass.

If a targeted creature begins its turn in your aura and does not have all of its hit points, they recover 1d6 + your Wisdom modifier hit points. This effect does not occur if they are unconscious. Additionally, any targeted creature who was charmed or frightened inside the aura can use their action to end their charmed or frightened condition.

Tactical Apathy (Cost: 5)

When you target a creature(s) with your Brass, you may choose one creature and flare your Brass. If they fail, they become extremely calm and calculating. Until you stop burning Brass, the creature has advantage on any Deception, Insight, or Persuasion check they make due to their calculating mindset. Additionally, they cannot become enraged (as with a Barbarian's rage ability) or use similar abilities until they are no longer effected by Brass.

Suggestive Speech (Cost: 6)

As an action, you may flare your Brass to speak a single, non-violent command to any number of creatures within 60 feet of you who is being soothed by your Brass burning. They each must succeed on a Mental Charisma saving throw or attempt to enact that command to the best of their ability on their next turn, ending their turn if they complete the command.

Mental Cage (Cost: 7)

As an action, you may flare your Brass to select a single creature that is being soothed by your Brass burning. That creature must succeed on a Mental Charisma saving throw or become stunned for the next 10 minutes or until you stop burning Brass. While stunned in this way, they cannot attempt to break your soothing. They stop being stunned if they take any damage.

Changelog

1.0 Class Released!
1.1 Class adjustments and reworded iron allomancy description.
1.2 Class adjustments and ported over to Finn's Tome of Lost Heroes.
1.3 A few adjustments to the base metals and using metals more than once at a time.

Psychic

Primal power flashing before her eyes, the half-elf stands in front of a Mind Flayer, staring into its beady eyes. Pulses of psionic energy flash as the two duel, with surges of energy blurring the air around her. Eventually, the Mind Flayer is left mentally destroyed, stunned and at the psychic's mercy.

Holding out his crystal, a human peers into the minds of a young child, feeling the seed of trauma and madness, slowly pulling it away.

Floating in the air above the battlefield, a tiefling brings a finger to her temples, commanding her allies, revealing enemy locations as they are struck down.

Psychics wield the primal power of an unlocked mind through years of meditation or study. First discovered before the Giant-Dragon wars, psionics was likely the first form of magic to ever be utilized by humans. By forcing mutations in the brain to unlock potential psionics, which allow the psychic to move objects and control creatures with the power of their minds, with enough strength to rival even the most powerful spellcaster.

Psionic Might

A Psychic's power is less of a magic and more of a natural force. Whereas monks utilize the strength of their bodies in the form of Ki, Psychic's utilize the power of their minds in the form of Psionics.

Psionics are raw thought manifested through the Weave, allowing the Psychic to imagine the world around them an dchange it truly. Many spells studied by Wizards are based on mimicking Psionics. Therefore, Psychics don't so much cast spells as they create them. This often changes the appearance of a spell used by a Psychic, such as the appearance of Mage Hand, which is entirely invisible when cast by a Psychic. Most spells cast by a Psychic are tinted a specific color, which is known as a Psychic "fingerprint", reflecting the mental state and personality of the caster. A virtuous hero might have his spells take on a light-blue or bright white tinge, while a villian's might have a black or deep-red hue.

Psychics have no use for spellbooks, but they are similar to wizards in the fact that they physically imprint spells onto their brain, mutating it and changing its physical structure. This also makes psionics incredibly dangerous.

A Dying Art

Psychics are rare in the world today, since the process of mutating one's brain to manifest psionics is tenuous and can be lethal to some. Most prefer to study magic in the relative safety through the practice wizardry or they prefer to gain power through supernatural means. However, Psychics are still found sporadically around the world, often finding jobs as seers, spies, or investigators. Their mental strength is appreciated by most societies, but the physical changes to their brains is disturbing and makes some believe psychics are monsters and treat them as such.

To become a Psychic, you must either have an inborn mental mutation, or you must undergo the tenuous trials to mutate your brain and unlock your mind. Psychics undergo adventures to increase their mental capacity, recognizing that they will not unlock their true potential if they do not use their gifts and observe the spellcasting of others.

The Psychic
Level Proficiency Bonus Features Telepathy Range Cantrips Known Spell Capacity Psionics Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Psionic Spellcasting, Cerebral Mutation 2 1 1 2
2nd +2 Mindsight, Telepathy 30 feet 2 1 2 3
3rd +2 Mutation Feature 30 feet 2 2 3 4 2
4th +2 Ability Score Improvement 30 feet 3 2 4 4 3
5th +3 60 feet 3 2 5 4 3 2
6th +3 Silence Mind 60 feet 3 3 5 4 3 3
7th +3 Martial Adaption 60 feet 3 3 6 4 3 3 1
8th +3 Ability Score Improvement 60 feet 3 4 6 4 3 3 2
9th +4 60 feet 3 4 7 4 3 3 3 1
10th +4 Mutation Feature 60 feet 4 5 7 4 3 3 3 2
11th +4 90 feet 4 5 8 4 3 3 3 2 1
12th +4 Ability Score Improvement 90 feet 4 6 8 4 3 3 3 2 1
13th +5 Silence Mind Improvement 90 feet 4 6 9 4 3 3 3 2 1 1
14th +5 Arcane Mind 90 feet 4 7 9 4 3 3 3 2 1 1
15th +5 90 feet 4 7 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 90 feet 4 8 10 4 3 3 3 2 1 1 1
17th +6 Mindsight Improvement 120 feet 4 8 11 4 3 3 3 2 1 1 1 1
18th +6 Silence Mind Improvement 120 feet 4 8 11 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 120 feet 4 9 11 4 3 3 3 3 2 1 1 1
20th +6 Mutation Feature 120 feet 4 9 11 4 3 3 3 3 2 2 1 1

Creating a Psychic

The most important question when creating a Psychic is to think of the origin of their power. Generally, Psionics control is an activity that requires extensive training and forced mutations, but perhaps you are innately talented and have had no formal training. Perhaps you read a tome in Quallith and found you could then move objects with your mind, albeit with large, accompanying migraines, or perhaps you encountered the strength of psionics firsthand, and decided to devote yourself to study them.

Quick Build

You can make a Psychic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by your Constitution. Second, choose the hermit background. Third, choose the Psychokinesis and Psionbolt cantrips.

Class Features

As a Psychic, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Psychic level
  • Hit Points at 1st Level: 8 + your Constitution modifier

  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psychic level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, History, Insight, Investigation, and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts, (b) a quarterstaff, or (c) any martial weapon (if proficient).
  • (a) three daggers, (b) leather armor and a shield (if proficient), or (c) scale mail (if proficient).
  • (a) a component pouch or (b) an arcane focus.
  • (a) a dungeoneer's pack or (b) an explorer's pack.

Psionic Spellcasting

Your mastery of Psionics allows you to control and create spells from your thoughts, bringing them into the Weave. This primal power fuels your spells.

Psionic Spells

Whenever you cast a spell with the psionic subtype, which are all spells listed in the spell table at the end of the class description, they appear ethereal and never require Verbal components, as you can speak the components in your mind.

Cantrips

At 1st level, you know two cantrips of your choice from the psionic spell list. You learn additional psionic cantrips of your choice at higher levels, as shown on the Cantrips Known column of the psychic table.

Spell Slots

The psychic table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots after you complete a long rest.

For example, if you know the 1st level spell charm person and you have a 1st level and a 2nd level spell slot, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

ou know one 1st level spell of your choice from the options granted by your Cerebral Mutation. Your Spell Capacity column of the Psychic table shows when you can observe and learn new spells of a level you can cast. Due to the unique observation that is required for a psychic, a psychic may only learn a spell in a way as described in the Learning Spells section below.

Additionally, as you gain levels, you also learn psionic spells, as determined by the Psionics Known table on the psychic table. You know one 1st level psionic spell of your choice at level 1, chosen from the psionic spell list. When you gain a level in this class, you may replace one psionic spell with another from the psionic spell list, which you still must have the prerequisite spell slots for.

Additionally, when you gain a level in this class, you can choose one of the Psychic spells you know and replace it with another spell from the Psychic spell list, which also must be of a level for which you have spell slots.

Learning Spells

As a psychic, atop your natural psionic abilities, you also can learn a number of spells by observing them being cast around you and adapting your mind to match. At 1st level, you naturally learn one non-psionic spell from your Cerebral Mutation, and this spell cannot be replaced or forgotten and does not count against your Spell Capacity, but all other non-psionic spells must be observed for you to learn them.

Depending on your Mutation, you can learn from different spell lists from other classes, and the spell you learn must be from one of those spell lists. While you have the capacity to learn a new spell, which is whenever your non-psionic spells known is less than your Spell Capacity, and you see a creature within 120 feet of you cast a spell on a spell list as determined by your Cerebral Mutation, you may use your reaction to make an Intelligence ability check of a DC equal to 8 + the level of the spell cast. On a success, you memorize the basics of that spell.

The next time you complete a short or long rest, you can choose to permanently learn one spell whose basics you have memorized, and you then forget the basics of all other spells you had memorized. You may only memorize the basics of a number of spells up to your Intelligence modifier. Once you fail to learn a spell from a given source, you cannot attempt to learn that spell from that source again for 1 year. For instance, if you attempt to learn the magic missile spell when your Sorcerer ally cast it and you fail your ability check, you cannot attempt to learn magic missile from that Sorcerer again until 1 year has passed.

You can also attempt to learn from a teacher who knows a spell or scroll inscribed with a spell on the list, using 1 hour and making the Intelligence check with advantage, learning it on a success, and becoming unable to learn that spell from that scroll or teacher for 1 year, as normal.

Whenever you gain a level in this class or by spending one month performing harrowing meditation ritual to restructure your brain, you can choose to forget one non-psionic spell you have learned, thus allowing you to learn another spell later by observation. A spell you learn by observation must always be of a level for which you have spell slots. A spell learned by observation is always considered a Psychic spell, but not a psionic spell, for you.

Spellcasting Ability

Intelligence is your spellcasting ability for your Psychic spells, since the power of your Psionics revolves around your mental strength and understanding. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psychic spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your Psychic spells.

Cerebral Mutation

When you become a psychic, your brain physically changes and morphs based on your specialization. Certain types of psychics use different lobes or regions of their brain for their spellcasting, which changes what spells they can learn and how they manifest their psionics. Choose one Cerebral Mutation from Occipital Mutation, Parietal Mutation, Temporal Mutation, Limbic Mutation, Cerebellum Mutation, or Frontal Mutation.

Your choice grants you benefits at level 1, as well as additional benefits at levels 3, 10, and 20.

Mindsight

At level 2, your heightened mental awareness of your surroundings grants you blindsight up to 10 feet.

At 17th level, you gain truesight to 30 feet and blindsight to 60 feet. If you already had either, they both increase by 30 feet.

Telepathy

At level 2, you gain the ability to tap into others minds and speak to them. You gain telepathy out to 30 feet. You can send messages in the form of words, images, or feelings through telepathy, but cannot receive messages back through this feature. A creature knows these Telepathic messages are not real.

As you gain levels in the Psychic class, your Telepathy increases in range, as shown on the Telepathic Range column of the Psychic table.

Silence Mind

At level 6, whenever you deal psychic damage with a psionic spell or Psychic ability to a creature within 30 feet of you, you can use a bonus action to silence their mind. They must succeed on an Intelligence Saving Throw or become telepathically silenced for 1 minute.

While telepathically silenced, a creature's Intelligence score is reduced by 1d6 and they cannot use any Telepathy feature or cast any spell with the psionic subtype. If their Intelligence is reduced to 0 as a result of this ability, they cannot concentrate on spells, are vulnerable to psychic damage and are stunned for the duration or until they take any damage or until an adjacent creature uses an action to shake them awake, after which they regain 1 point of drained Intelligence. A creature may attempt their saving throw at the end of each of their turns, ending the effect on a successful save. This ability does not effect constructs or undead.

You may use this ability a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.

At level 13, the Intelligence score reduction increases to 2d6, and at level 18, it increases to 3d6.

Martial Adaption

At level 7, your brain mutates slightly to refine your psionics in combat. Choose one adaption ability from the options below.

Psionic Warrior

You imbue your melee weapon attacks with psychic energy. The first melee weapon attack that hits on your turn also deals an additional 1d8 psychic damage.

At level 14, this psychic damage increases to 2d8.

Lingering Cloud

When a creature succeeds on a saving throw against a psionic cantrip that deals damage on a failed save, they still take half damage on a successful save, although they suffer no other effects.

Potent Magic

You add your Intelligence modifier to any damage you deal damage with a psionic cantrip.

Arcane Mind

At level 14, you can use your psionic power to manipulate fine aspects of magic around you. While you are not concentrating on a spell, you have a flying speed of 30 feet, as you can lift yourself into the air with your psionics.

Additionally, choose 1 spell from any class’s spell list that is of 5th level or lower. You may cast that spell using a Psychic spell slot as a psionic spell once. It is considered a Psychic spell for you. You regain your use of this spell when you complete a long rest.

Cerebral Mutations

As psychics specialize in their field of psionic interest, their brains mutate and change form to accommodate their new mental strain. There are six areas of the brain that can be mutated as psychics specialize their mental powers, and the subsequent mutation is named after those neurological systems or lobes of the brain: Occipital Mutation, Parietal Mutation, Temporal Mutation, Limbic Mutation, Cerebellum Mutation, and Frontal Mutation.

Occipital Mutation

Some psychics manifest psionics that refine their visual senses while modifying the visual perception of others, creating mental hallucinations and allowing them to sense things from very far away. The occipital lobe and optical nerves of these psychics mutate and twist into different colors and subsequently change the eye structure of the psychic.

Occipital mutants can observe and learn spells from the Sorcerer and Ranger spell lists.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Color Spray, Hunter's Mark, or Silent Image. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may change any one of these three spells for another one of the three.

Additionally, you learn one sorcerer cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Bonus Proficiencies

Also at level 1, you gain proficiency in the Perception and Investigation skills.

Choose one of these skill proficiencies. Whenever you make an ability check using your chosen proficiency, you double your proficiency bonus.

Psionic Eyesteal

Also at level 1, you can tap into the visual senses of other creatures. As an Action, you can force a creature that you can see within 60 feet of you to make an Intelligence Saving throw. On a failure, you see what they see in your mind's eye for 1 minute or until you exit their senses as a bonus action. A creature may use their action to attempt the saving throw again to break free of this ability.

A creature that succeeds against this Saving throw is immune to this psionic ability for 24 hours. This does not effect constructs or undead.

Hallucinations

At level 3, whenever you cast a spell that creates a visual illusion but not any other sensory illusions, you can designate a number of creatures within 120 feet of you that you can see equal to your Intelligence modifier. Only those creatures can see this illusion. You cannot select a construct or undead with this ability.

You can use this ability twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Extrasensory Vision

At level 10, your eyes and become able to sense more than most. While you are conscious, you and all creatures within 10 feet of you of your choice and gain truesight out to 30 feet.

Psychic Sight

At level 20, you become a powerful force of sight. Whenever you cast a psychic spell of 1st level or higher, you can cast Silent Image as a bonus action without expending a spell slot or providing material components.

When you cast Silent Image in this way, you do not need to concentrate on the spell. If you cast Silent Image again in this way, any previous illusions created by this spell disappear.

Parietal Mutation

Those psychics who use their psionics to augment their own senses and perception also subsequently increase their sensitivity to pain. This makes them cautious and evasive in combat, and they can adjust the nervous systems of others to numb their pain or cause it to flare up wildly. The parietal lobe of these psychics often connect with hundreds of additional neural pathways that connect it to the peripheral nervous system.

Peripheral mutants can observe and learn spells from the Cleric and Paladin spell lists.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Cure Wounds, Bane, or Searing Smite. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may change any one of these three spells for another one of the three.

Additionally, you learn one cleric cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Bonus Proficiencies

Also at level 1, you gain proficiency with light armor, shields, and the herbalism kit.

Psionic Wounds

Also at level 1, you gain 1 additional maximum hit point whenever you gain a level in this class.

Additionally, whenever a turn ends and you had taken damage equal to or greater than your psychic level, you can use your reaction to attempt to capture that moment of pain in a Psionic Wound. You may maintain a number of Psionic Wounds equal to your Intelligence modifier. You may expend Wounds using the actions below.

Flare Pain. Whenever you deal damage to an enemy within 30 feet of you, you can expend a Psionic Wound to amplify the pain they suffer. They take an additional amount of psychic damage equal to 1d6 + your Intelligence modifier.

Deaden Pain. Whenever you or a creature within 30 feet of you takes damage from a source you can see, you can use your reaction and expend a Psionic Wound to reduce the damage by 1d6 + your Intelligence modifier.

Remove Pain. Whenever you magically restore hit points or remove a condition from a willing to a creature or creatures within 30 feet of you, you may expend a Psionic Wound and have one of those creatures restore 1d6 + your Intelligence modifier hit points.

You lose all Wounds after you complete a long rest. You may only expend one Psionic Wound per turn.

Soothe Mind

Also at level 3, whenever you magically restore hit points to a creature or creatures, you can also choose to remove a single condition from one target of your healing ability. This condition can be charmed, frightened, stunned, blinded, or deafened.

You can use this ability twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Adjust Defenses

At level 10, you can adjust how your body reacts to pain and attacks. Choose one saving throw that you are not already proficient. For as long as you have at least 1 Psionic Wound, you are proficient with that saving throw. Whenever you use a reaction to gain a Psionic Wound, you may change this choice of saving throw as part of the same reaction.

Stimulating Pain

At level 20, you become able to siphon your pain into direct defenses for yourself. Whenever you end a turn during which you have taken damage, you can use your reaction to gain temporary hit points equal to the single greatest instance of damage you took on that turn. These temporary hit points remain for 1 minute.

Temporal Mutation

Some psychics use their psionics to create beautiful music from memory, construct believable arguments, or create weaving tales of fiction from dozens of gleaned minds. These psychics gain incredible memories and can copy sounds and even incant spells with perfect precision. The temporal lobes of these psychics often are larger and connected to other parts of the brain or skull.

Temporal mutants can observe and learn spells from the Bard and Druid spell lists.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Healing Word, Thunderwave, or Comprehend Languages. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may replace any one of these three spells for another one of the three.

Additionally, you learn one bard cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Bonus Proficiencies

Also at level 1, you gain proficiency with the Performance and Insight skills, as well as proficiency with one musical instrument of your choice.

Choose one of these skill proficiencies or your proficiency with your chosen musical instrument. Whenever you make an ability check using your chosen proficiency, you double your proficiency bonus.

Psionic Buzzing

Also at level 1, whenever you deal damage to a creature within 60 feet of you, you can use a bonus action to cause them to imagine mind numbing whispers assaulting their ears. That creature is considered deafened and has disadvantage on any Concentration saving throws they make until the beginning of your next turn.

Incantation

At level 3, when you see a creature within 30 feet of you cast a spell that has a Verbal component, you can use your reaction to memorize that component. For the next minute, you can cast that spell once using only verbal components, after which you lose your memorization of that spell. You must cast it at the level that the original caster cast it, expending a psychic spell slot to do so.

You can use this ability twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Subtle Detection

At level 10, your supernatural hearing grants you incredible awareness of the world around you. While you are not deafened, your blindsight range is doubled.

Additionally, you can sense the heartbeat of creatures you can see within 30 feet of you. Any creature with a heartbeat within 30 feet of you has disadvantage on Deception or Stealth checks made against you, as you can notice their heart's faltering tempo.

Mnemonic Performance

At level 20, you able to persuade memories from others using your voice or song. As an Action, you can select a creature within 120 feet who is hearing you perform or play an instrument. That creature must make a Charisma (Deception) check against either your Performance (Charisma) or Musical Instrument (Charisma).

If they fail, you can attempt to see into a single memory that is no longer than 1 hour of that creature either by designating a time or a set of conditions that are fulfilled by that memory, such as “10 years ago to this day” or “the last time you ate”. If the creature has no such memory, the ability fails. If they do, you learn the memory as if you were from in that creature’s perspective.

Once a creature succeeds against this ability, they are immune to it for 24 hours.

Limbic Mutation

Psionics can often be produced naturally, and are most often unlocked by incredible tragedy or rage. In most of these cases, the resulting psychics often cannot control their own emotions in combat and enter into a wild, dangerous trance that increases their physical and mental power. The limbic system of these psychics, particularly the amygdala, often fuse to other lobes such as the Frontal or Parietal lobes, making them more prominent in active reasoning.

Limbic mutants can observe and learn spells from the Warlock and Paladin spell lists.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Armor of Agathys, Hex, or Wrathful Smite. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may replace any one of these three spells for another one of the three.

Additionally, you learn one Warlock cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Bonus Proficiencies

Also at level 1, you gain proficiency with light and medium armor, shields, and martial weapons.

Psionic Bond

Also at level 1, At the end of a short rest, choose one weapons within 5 feet of you that you are proficient with. This weapon is considered magical for the purposes of overcoming resistances and immunities, and you can use your Intelligence modifier to hit and damage with weapon attacks using them.

A weapon remains your bond until you fall unconscious, until you complete your next rest, or until it moves more than 120 feet from you.

You can bond to an additional weapon at level 6 (2 weapons), level 11 (3 weapons), and level 16 (4 weapons).

If you later take the Psionic Warrior adaption ability at level 7, any weapon attacks made with your bonded weapon can deal that psychic damage, even if they are not melee weapon attacks.

Savage

At level 3, when you take the Attack action using your bonded weapon on your turn, you may surge your psionic rage. You may make two attacks with your Bonded weapon during this Attack action. When you hit a creature with one of these weapon attacks during those Attack action, you also deal additional psychic damage equal to your Proficiency Bonus.

You can use this ability twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Psychic Swordsman

At level 10, you can fuse your bonded weapon attacks and psionic abilities into fluid attacks. Whenever cast a psychic cantrip, you may make a weapon attack using your bonded weapon as a bonus action.

Cutting Mind

At level 20, you become more powerful and capable of undercutting enemy’s minds with your bonded weapon. Whenever you end your turn after hitting a creature with your bonded weapon, that must succeed on an Intelligence Saving Throw. On a failure, until the end of your next turn, that creature has disadvantage on spells you cast.

A creature who succeeds on this saving throw is immune to this ability for 1 hour or until you hit it with a critical hit using your Bonded Weapon.

Cerebellum Mutation

Psychic warriors or athletes often require intricate motor skills and physical detail, and can manifest a mutation that pushes this to the extreme. These psychics adopt a dexterous fighting style that weaves psionics into their weapon attacks, which slows their enemies down at the same time. The Cerebellum of these psychics often fuses down inside the spine, and causes faster and more precise movements.

Cerebellum mutants can observe and learn spells from the Druid and Ranger spell lists.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Alarm, Ensnaring Strike, or Zephyr Strike. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may replace any one of these three spells for another one of the three.

Additionally, you learn one Druid cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Mutable Skills

Also at level 1, you gain proficiency with Dexterity saving throws and one skill of your choice, choosing from Acrobatics, Athletics, Stealth, or Sleight of Hand. Whenever you make an ability check using your chosen skill proficiency, you double your proficiency bonus for that check.

At the end of a long rest, you can change your choice skill proficiency between these four skills.

Unarmored Defense

Also at level 1, while or wearing armor or wielding a shield, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier.

Psionic Stagger

Also at level 1, whenever you are targeted by a melee weapon or melee spell attack from a target you can see, you can use your reaction to impose disadvantage on the attack roll.

If the attack misses, the enemy must succeed on a Wisdom Saving Throw or be stunned until the beginning of their next turn.

Nimbleness

At level 3, you become particularly swift at dexterous tasks. Whenever you make a Dexterity check, saving throw, or an attack roll using Dexterity to hit, you may choose to forgo rolling to instead have your check equal 10 + any relevant modifiers.

You can use this ability twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Puppeteer

At level 10, you gain advantage against abilities that cause the charmed or stunned conditions.

Additionally, whenever you deal psychic damage to a creature within 30 feet of you on your turn, you may use a bonus action to begin to manipulate their nervous system. That creature has disadvantage on any saving throw against the next spell you cast before the end of your next turn that either gives a creature a command, as with the Command or Crown of Madness spells, or any spell that charms the target.

Master Manipulator

At level 20, you have complete control over your own body and others. You are immune to the charmed and stunned conditions.

Additionally, as part of the same bonus action whenever you manipulate a creature’s nervous system with your Puppeteer feature, you may cast the Command spell on that same creature at 1st level without expending a spell slot. The creature has disadvantage on this spell as well as the next similar spell you cast on it.

Frontal Mutation

Those who actively seek out psionic power often do so to access knowledge and ancient truths of the world. These psychics gain enhanced supernatural abilities and unique conjuring abilities where they can predict and steal enemy intelligence. The frontal lobes of these psychics are often either a different color or even partially ethereal, magically enhancing their active consciousness.

Frontal mutants can observe and learn spells from the Wizard spell list.

Mutation Spells

When you choose this Mutation at level 1, you learn one 1st level spell of your choice from the following options: Detect Magic, Sleep, or Chromatic Orb. This spell does not count against your Spell Capacity, and whenever you gain a level in this class, you may replace any one of these three spells for another one of the three.

Additionally, you learn one Wizard cantrip of your choice. All spells learned in this manner are considered to be psychic spells for you.

Bonus Proficiencies

Also at level 1, you gain proficiency with light armor, shields, and one artisan’s tools of your choice.

Psionic Familiar

Also at level 1, you learn how to manifest a small figment is reality called a Psionic Familiar. You learn the find familiar spell, which is a psionic spell for you and does not count against your psionic spells known nor does it could against your Spell Capacity. You can cast find familiar at the end of a long rest, without requiring material components or using a spell slot.

When you summon your Psionic Familiar, it must use the statistics of one of the usual familiar options, but it is always invisible to any creature except you. You are not deafened nor blinded while looking through the senses of your Psionic Familiar, and you can begin to look through them and a bonus action. You can cast any psionic spell at a target you can see through your familiar’s eyes as if you were in the familiar’s space.

Versatility

At level 3, you can tap into a higher reserve of knowledge in your consciousness to produce a couple unique effects, as determined below.

Harness Intellect. Whenever you make an Intelligence ability check, you may choose to gain advantage on the check.

Compact Magic. You may use a bonus action to create an expended 1st level. Once you reach level 11, you recover a 2nd level spell slot instead.

Create Cantrip. You may attempt to cast any cantrip that you have seen cast before as an Action. When you do so, make an Intelligence check of a DC that equals 10 + proficiency bonus + the number of times you have attempted this Versatile effect since the end of your last long rest. On a success, you cast the cantrip as if it were a psychic spell, and it is always considered psionic spell for you. On a failure, you take 2d6 + your Proficiency Bonus in psychic damage and you cannot attempt any Versatile effect until you complete a long rest.

You can use these effects in any combination twice, regaining all expended uses after completing a long rest. You gain more uses of this ability as you gain psychic levels, three uses at level 8, four uses at level 13, and five uses at level 18.

Steal Intellect

At level 10, whenever you use your Silence Mind ability on a creature, you also gain a temporary bonus to your Intelligence equal to the combined Intelligence penalties from all enemies currently effected by your Silence Mind ability. This bonus can temporarily increase your Intelligence score past 20. After you cast any spell, this effect ends on yourself.

Additionally, while you are benefiting from an Intelligence score increase from this ability, you know all languages, tool, and skill proficiencies from any creature who is telepathically silenced because of you.

Psionic Well

At level 20, you gain a powerful pool of magical power within yourself. It grants you advantage against all saving throws caused by magical sources.

Additionally, you can use an Action to recover a number of expended uses of Silence Mind or Versatility equal to your Intelligence modifier in any combination. Once you have used this part of this feature, you cannot do so again until you have completed a long rest.

Psionic Spell List

Cantrips (0 Level)
  • Disrupting Strike°
  • Ego Whip°
  • Elusive Arcana°
  • Friends
  • Kinetic Sling°
  • Maddening Totem°
  • Mage Hand (is invisible for psychics)
  • Message
  • Mind Sliver
  • Minor Illusion
  • Thaumaturgy
1st Level
  • Charm Person
  • Command
  • Catapult
  • Dissonant Whispers
  • Id Unleash°
  • Jump
  • Mage Armor
  • Shield
  • Sleep
  • Tasha’s Hideous Laughter
  • Tether°
  • Thorns of Doubt°
  • Whispers of Treason°
2nd Level
  • Calm Emotions
  • Concussive Clap°
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Jinx°
  • Levitate
  • Mirror Image
  • Nystul's Magic Aura
  • Phantasmal Force
  • Psionic Darts°
  • Sharpen Sight°
  • Suggestion°
  • Tasha's Mind Whip
  • Zone of Truth
3rd Level
  • Amnesia°
  • Catnap
  • Clairvoyance
  • Enemies Abound
  • Fly
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Invisible Explosion°
  • Major Image
  • Nondetection
  • Overwhelming Beam°
  • Sending
  • Slow
  • Tongues
4th Level
  • Arcane Eye
  • Compulsion
  • Confusion
  • Dominate Beast
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Rend Arcanum°
  • Summon Aberration
5th Level
  • Dream
  • Dominate Person
  • Geas
  • Hijack Spike°
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Wall of Force
6th Level
  • Globe of Invulnerability
  • Guards and Wards
  • Mass Amnesia°
  • Mass Suggestion
  • Scatter
7th Level
  • Dream of the Blue Veil
  • Sensory Shutdown°
  • Forcecage
  • Mordenkainen's Sword
  • Power Word Pain
  • Project Image
  • Reverse Gravity
  • Sequester
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Mind Blank
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Psychic Scream
  • Weird

° These spells are psionic and can be found in Caraman's Tome of Lost Skill.
Changelog

1.0 Class Release! Spells and original, incomplete Esper class pulled from D&D Wiki (the incomplete Esper class is no longer up anymore)
1.1 Many adjustments to base class, ported over to Finn's Tome of Lost Heroes.
1.2 Adjusted spell list and added subclasses with special Psionic Spellcasting feature.

The Seer

A stout dwarf tips his flamboyant hat, his eyes flashing with some form of magic. The bandits slowly surround him, and step back as he throws out a few awkwardly shaped dice onto the ground in front of them. Their surprise quickly shifts to annoyance at the mundane cubes, then shifts even faster to terror as the dice glow and distort time and face around them into explosion of astral energy.

A pale halfling with round glasses kneels over a chained up child, the shadow demon that possess it growling and biting at him as he worked, raising his holy symbol and purging it back into the abyss.

A large human slams his mace against his shield, his beard stretching into a satisfied grin. As he charges towards the dragon, he reaches out to his allies, showing them each possible future- and they take the one towards victory.

Each of these adventurers are Seers, a sect of devout specialists who tap into the near-infinite web of possible futures, which they call the time flow. These rare chronomancers are both prophets and scientists, using their sight in practical ways to further thier goals and the goals of others around them.

Time-Flow Chronomancy

Seers can both see and manipulate a volitile and dangerous force that connects the futures of every creature in the universe. Seers have called it the time flow, but the common folk simply call it fate. Allowing themselves to glimpse into the future grants them a distinct advantage in many situations, including adventuring.

When a creature glimpses into the time flow, they do not necessarily see the future that will come to pass. Instead, they see the web of possibilities in front of them, using their training to simultaneously see each possibility and manipulate their surroundings to match and shape their future to that desireable outcome. It is difficult and dangerous, and seers must be of incredibly strong will to master that juggling act.

Visionaries and Gamblers

Despite what many might think, seers are not born with their gifts. In fact, the training that many seers must go through to manipulate the time flow turns many prospective seers away. However, those who remain on the path of the seer are driven people, with set goals or ideals, and they use the time flow to nudge the time line towards their desired future.

Seers traditionally use modified game pieces to perceive the future, the inherent randomness of the game mimicking the entropic nature of foresight. Tarot cards, runic dice, or even totemic dice pieces are all commonly used to assist in divining the future. Unfortunately, this has granted the driven seers a reputation as cheats and charlatans, though few true seers squander their gifts on such simple efforts.

Creating a Seer

When making a seer, consider how your character learned chronomancy. Did they find an old tome and began to study and unravel the mysteries of the time flow? Or perhaps they were driven to the path of the seer to discover the secrets of temporal travel. Maybe your culture requires you to follow this path to become a prophet to your people or family.

And why did you set off on adventure? Were you following a strand of possibility which led you to your party? Or perhaps you failed a temporal experiment and were thrust through time, and you must find a way to bring yourself back to your own time.

Quick Build

You can make a seer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose the chronomancy and time bolt cantrips, along with the following 1st-level spells: chaos bolt, detect magic, sanctuary, and sleep.

The Seer
Level Proficiency Bonus Features Seer's Luck Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Oracle Vision –– 2 4 2
2nd +2 Seer Specialization, Seer's Luck 1 2 5 3
3rd +2 Expertise 2 2 6 4 2
4th +2 Ability Score Improvement 2 3 7 4 3
5th +3 –– 2 3 8 4 3 2
6th +3 Specialization Feature 3 3 9 4 3 3
7th +3 –– 3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 3 11 4 3 3 2
9th +4 –– 3 3 12 4 3 3 3 1
10th +4 Divination Versatility 3 4 13 4 3 3 3 2
11th +4 –– 3 4 14 4 3 3 3 3 1
12th +4 Ability Score Improvement 4 4 15 4 3 3 3 3 2
13th +5 –– 4 4 16 4 3 3 3 3 2 1
14th +5 Specialization Feature 4 4 17 4 3 3 3 3 2 1
15th +5 –– 4 4 18 4 3 3 3 3 2 1 1
16th +5 Ability Score Improvement 4 4 19 4 3 3 3 3 2 2 1
17th +6 –– 5 4 20 4 3 3 3 3 2 2 1 1
18th +6 Specialization Feature 5 4 21 4 4 3 3 3 2 2 1 1
19th +6 Ability Score Improvement 5 4 22 4 4 3 3 3 2 2 1 1
20th +6 Master Oracle 5 4 22 4 4 3 3 3 2 2 1 1

Class Features

As a Seer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per seer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per seer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: 3 gaming sets of your choice

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Insight, Perception, Performance, Persuasion, Religion, and Sleight of Hand.

Equipment

You start with the following equipment, including the equipment granted by your background.

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a playing cards set or (b) any gaming set
  • (a) a priest's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers.

Spellcasting

Your harsh training has granted you some mystical connection to the strands of time. Using games of chance or skill to channel the crpytic messages of the time flow, your spells are used to assist your allies and prevent conflict or danger, trying to choose the best possible future. See chapter 10 for the general rules of spellcasting and the end of this class description for the seer spell list.

Cantrips

You know two cantrips of your choice from the seer spell list. You learn additional seer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table.

Spell Slots

The Seer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the seer spell list.

The Spells Known column of the Seer table shows when you learn more seer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the seer spells you know and replace it with another spell from the seer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your seer spells. Your magic comes from the training and devotion to finding your future. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a seer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast any seer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a gaming set (found in chapter 5) as a spellcasting focus for your seer spells.

Oracle Vision

Using your trained foresight, you can use a bonus action to enter into a trance to track a single enemy’s intentions and possible future actions. Choose one creature you can see within 60 feet of you as your target. That creature must make a Charisma Saving Throw or relinquish their immediate possible futures to you until the end of your next turn. A creature can choose to fail this Saving Throw. A creature effected by your Oracle Vision has disadvantage on any attack against you it would normally not have advantage on, and it cannot hide from you.

Additionally, if you use the Help action to help a creature effected by your Vision, they also gain a bonus to their check or attack equal to your Wisdom modifier.

If you are ever blinded, your Oracle Vision immediately ends and you cannot use it until you are no longer blinded. A creature who is immune to divination magic is immune to your Oracle Vision.

If a creature succeeds on the Charisma saving throw against Oracle Vision and resists the effect, they are immune to your Oracle Vision until you complete a short or long rest.

Seer's Luck

Beginning at 2nd level, when you complete a long rest, you may choose a creature within 30 feet of you to grant a sliver of possibile foresight. Until the end of that creature’s next long rest, they may choose to re-roll any saving throw and must use the second roll. This ability then ends for that creature.

As you gain levels, you can grant more luck after a long rest, either to the same creature or spread across multiple creatures. You have as many rolls of Seer's Luck as determined by the Seer's Luck column in the Seer table above. If you use your Seer's Luck on another creature, any previously bestowed Luck ends on other creatures.

Expertise

At 3rd level, choose two of your skill proficiencies or one gaming kit proficiency and one skill proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Divination Versatility

Beginning at 10th level, your mastery of foresight has granted you a natural sense of divination magic. You may cast any divination spell from any spell list as a ritual, even if you do not have it prepared. The spell must have the ritual tag and must be of a spell level that you can cast.

Once you use this ability, you cannot use it again until you complete a long rest.

Master Oracle

Beginning at 20th level, you may use an Action on your turn to expend a spell slot and target a number of creatures within 60 feet of you that you can see who are immune to your Oracle Vision due to succeeding on their Charisma Saving throw against it. They lose their then lose their immunity to your Oracle Vision.

Seer Specializations

Gambler

Some Seers use their powers not to see deep into the future, but to see into the instantaneous future, so that they can con or secure better bets.

Bonus Cantrip

When you choose this Specialization at level 2, you learn one additional seer cantrip of your choice.

Game Master

Additionally at 2nd level, you learn an additional spell, based on one Gaming Kit that you are proficient with on the list below. This spell does not count against your Seer Spells Known and it is considered a Seer spell for you. You can only replace this spell with another spell on this list, and it must be associated with a gaming kit you are proficient with.

If the spell requires material components, you may cast it using only a standard Gaming set that it is associated with.

Game Spells
Gaming Set Spell
Dice Set Chromatic Orb
Dragonchess Set Compelled Duel
Playing Card Set Illusory Script
Three-Dragon Ante Set Chaos Bolt

Gambler's Luck

Additionally at level 2, your extended study into the use of luck has granted you a special connection with that power. Whenever you complete a short rest, you may choose a targets equal to half your Seer's Luck, rounded up, to gain the Seer's Luck benefit. Any creatures with unused luck lose the benefit upon selecting a new target, as usual.

Change Hand

Beginning at level 6, you can begin to see into a creature's options and intentions, particularly when it comes to spellcasting. When a creature within 30 feet of you casts a spell, you know the name of the spell, and you may use your reaction to force the creature to roll a d20. On a 1, the spell fails and the spell slot is lost.

Trickster's Con

Beginning at level 14, you can see into an enemy's instantaneous future to shift their path onto another, less lucky path. When a creature within 60 feet of you who is effected by your Oracle Vision succeeds on an attack roll, ability check, or saving throw, you may use your reaction to cause them to fail.

Once you use this ability, you cannot use it again until you finish a long rest.

Shadow Game

Beginning at level 18, you have mastered an ancient technique of chance. When both you and another creature have taken a bet on something, you may use an action propose a shadow game. Proposing a shadow game entails telling all the rules to the bet and the stakes. A creature can refuse the shadow game, and if it does you do not need to wait until the next long rest to propose a new one. The stakes of a shadow game are intense, as the loser of the bet instantly suffers one ill effect of your choice, choosing from the list below. If a creature cheats in a shadow game and is caught by the other party, they immediately lose and suffer the consequences.

The Shadow Game lasts until the bet is complete, one party dies, or the bet is made impossible to complete. Once you use this ability, you cannot use it again until your current Shadow Game is completed and you have completed a long rest.

Life. Betting your life is amongst the oldest of the shadow games. When a creature loses this game, they are instantly killed. The winning party can choose for the soul to be sucked into a single object related to the game, usually a playing card or some other small object, to prevent raising the dead foe.

Wealth. Betting this does not only mean monetary wealth, but all wealth that the party has, including magical items, property, and monetary assets. Upon losing this bet, the loser becomes cursed and must give the winner all of these items, or any number of these items as specified in the bet, within the next week or suffer the effects of losing a life bet.

Truth. When you bet for the truth, you will grant the person insight into your mind. The loser is cursed, and while they are cursed they must truthfully answer all questions asked to them by the winner. This curse can be dispelled by a 9th-level remove curse or wish spell.

Your DM might allow you to outline your own stakes to a Shadow Game.

The Medium

Some Seers specialize in channeling the voices of the dead, allowing them to put spirits and minds to rest. However, if a spirit is evil or unwilling to pass on, Mediums will just as easily fight and banish them, which is where they earn their second name- the Exorcist.

Ghost Eye

When you choose this specialization at 2nd level, you have advantage on any Perception, Insight or Investigation check made to notice a hidden Undead, Fiend, or Celestial, as well as advantage on Insight checks made to realize if a creature is charmed or possessed.

When you use your Oracle Vision feature on creatures of the Undead, Fiend, or Celestial type, they do not become immune to it if they succeed on their Charisma saving throw.

Channel Spirits

Additionally at 2nd level, you can reach out to the spirit of a dead corpse that you touch and channel it through you. If the soul of the spirit is able and willing, it enters into your body for a small time, possessing you. Other creatures can ask it questions or read its thoughts as if it were a regular creature. You may use an action to purge the spirit from your body, releasing it back to the afterlife. If you do not use this action, the spirit remains in your body for one minute, after which your grip is weakened and it slips away.

If you cannot reach a creature's spirit, you know where the spirit is being held in general terms, such as the region of the plane of existence it is on. You cannot use your Channel Spirits on any given corpse more than once.

A creature cannot be channeled if they are currently undead, but you then know the type and general region of where the undead resides.

Aura of Soul Protection

Beginning at 6th level, you emit a faint 10 foot aura of protective energy around you. Any creature of your choice within that aura is immune to being possessed or charmed by undead, fiends, or celestials. No one gains this benefit if you are incapacitated.

At 18th level, this aura increases to 30 feet.

Reveal Secrets

Beginning at level 14, you have become attuned to the ethereal. You gain truesight out to 10 feet.

At 18th level, you gain truesight out to 30 feet.

Channel Location

Beginning at level 18, you may expend one use of Oracle Vision to begin to channel the latent spiritual energies of a given area. After completing a 1 minute ritual, you may designate a room, building, town, or similarly sized area to be the focus of your Channel Location.

When you channel a location, you can see it as it was in the past, and you can see past events in spectral re-enactments around you. You may choose a single scene you know played out in this area, and you can discover how that scene truely played out. Alternatively, you may choose a single creature that you have seen before. You instead see the last time that creature passed through this location. You know how long ago these visions are, but you don't neccesarily know who the creatures in your visions are except by context clues.

You can channel a location multiple times, but you cannot channel the same vision more than once. If a creature was hidden from divination magic during the scene that you are seeing, that creature is removed from the scene when you play it back.

The Tactician

Some Seers begin to train in their martial prowess, so that they may better lead their allies in battle. These seers are often warrior-prophets or advisors to military generals or warlords.

Bonus Proficiencies

When you choose this specialization at level 2, you gain proficiency in medium armor, shields, and martial weapons.

Precise Combat

Additionally at level 2, whenever you make a weapon attack against a creature who is effected by your Oracle Vision, you deal extra damage equal to your Wisdom modifier (minimum 1).

You must not have disadvantage on the attack roll in order to gain this benefit.

Extra Attack

Starting at level 6, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a seer spell, you can make one weapon attack as a bonus action.

Master Tactician

At level 18, you may use an action to cause a sphere of divination magic to surge around you. All creatures within 30 feet if you are effected by your Oracle Vision for as long as they remain in that range. They may use an action on their turn to make a Charisma saving throw, becoming immune to your Oracle Vision until the end of your next short or long rest on a success.

This ability lasts for one minute or until you are incapacitated. You must complete a long rest before you can use this ability again.

Seer Spell List

Cantrips (0 Level)
  • Blade Ward
  • Chronomancy°
  • Disrupting Strike°
  • Foretell Wound°
  • Guidance
  • Leaden Bullet°
  • Magic Stone
  • Mending
  • Message
  • Minor Curse°
  • Minor Illusion
  • Resistance
  • Thaumaturgy
  • Time Bolt°
  • True Strike
1st Level
  • Alarm
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Faerie Fire
  • Fog Cloud
  • Guiding Bolt
  • Heroism
  • Hunter's Mark
  • Identify
  • Onomast's True Syllable°
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Sleep
  • Soul Arrow°
2nd Level
  • Augury
  • Calm Emotions
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Locate Object
  • Memory Anchor°
  • Mind Spike
  • Misty Step
  • Nystul's Magic Aura
  • Psionic Darts°
  • See Invisibility
  • Sharpen Sight°
  • Suggestion
  • Wall Sight°
  • Zone of Truth
3rd Level
  • Anais' Infravision°
  • Clairvoyance
  • Conjure Heroic Spirit°
  • Counterspell
  • Dispel Magic
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Magic Circle
  • Major Image
  • Nondetection
  • Sending
  • Slow
  • Spacial Rend°
  • Speak with Dead
  • Tongues
  • Tyriok's Carved Cartography°
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Compulsion
  • Divination
  • Dominate Beast
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Sickening Radiance
5th Level
  • Animate Objects
  • Commune
  • Creation
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Far Step
  • Geas
  • Hold Monster
  • Modify Memory
  • Legend Lore
  • Scrying
  • Reincarnate
  • Telekinesis
6th Level
  • Arcane Gate
  • Contingency
  • Eyebite
  • Find the Path
  • Mass Suggestion
  • Scatter
  • True Seeing
  • Word of Recall
7th Level
  • Crown of Stars
  • Divine Word
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Prismatic Spray
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Mind Blank
  • Telepathy
  • Time Travel°
9th Level
  • Foresight
  • Heroic Fate°
  • Time Stop
  • Wish

° Spells from Caraman's Tome of Lost Skill


Changelog

1.0- Class Release!
1.1- Adjusted class wording and the spell list and added to Finn's Tome of Lost Heroes.
1.2- Adjusted all features and made Oracle Vision unlimited but with an immunity save. Added Expertise and more skill choices. Adjusted spell list.

The

Fisherman

" Fluid martial arts is a type of martial art that reads a weapon's movements and ruins it using Shinsu. The same goes for your sword's movement. If I can read it, I can dodge it." - Boro, D-Class Regular.

A human soldier runs across the battlefield, pulling out yet another blade from a small, extradimensional armory. He blocks a heavy blow from a greataxe, then slams back with twice the force, forcing the Orc general clean off his mount.

An elven woman sits by her allies blocking the monster's attacks as they deflect off of her weapon. Needle in hand, she calls over to her allies, warning them of its attacks and tactics.

A dwarven man stands in front of a huge serpent which coils and shifts in the air. Laughing, he rushes forwards, a huge hook in both his hands. The serpent slams into him, but he continues forwards, slamming the beast back into the ground.

Fisherman are warriors who balance a fine weapon training with advanced training in Shinsu manipulation. Using the Shinsu around them to block and deflect the most harmful blows, they absorb impacts to give back later. Defensive masters, a Fisherman might not hit first, but he'll always hit last.

Balanced Stances

A Fisherman's strength comes from a bond between himself and his weapon. Using this bond, he can absorb or redirect damage dealt to him, change the properties of his weapons, or manipulate the Shinsu around him and others. Often the vanguards of Tower of God Regulars, the Fisherman's job is to divert attention from the Scout and Spear Bearers, while also putting a good deal of offensive pressure on the enemy at close range.

Many Fishermen are known for using exotic weapons known as Needles and Hooks. These weapons are very light and have sleek physiques, allowing the Fisherman to fight through areas of extremely high concentrations of Shinsu. That being said, most Fisherman are extremely strong individuals, and some prefer to use heavier blades regardless of their sluggishness.

Shinsu: The Hidden Arts of the Tower

Shinsu is a strange, invisible element in the air that fuels almost all of the magic in the Tower of God. Created and controlled by Administrators, powerful supernatural beings who rule individual floors of the Tower, manipulating Shinsu can create distortions in space around it. Also called Sacred Water or Liquid Ether, Shinsu can be used in any variety of magical spells and powers, particularly those that effect the relationships between living things. Amongst these abilities is the gifted ability to create small pocket dimensions called Inventories or Pockets, the form of which are determined by the Administrator or, if the Shinsu user is a powerful, Irregular creature, can be chosen by the user themselves.

To become a Fisherman, you must either be judged by a floor administrator or be deemed worthy of the title by one outside of the Tower. The Pocket Armory is a mark of the Fisherman, and a permanent contract to the Tower of God- to search ever upwards, and to clear the tests the administrators set for you.

Tower of God is a Webcomic by user Slave In Utero, on Line Webtoon, where I based this class from. Check it out here: Tower of God Home Page.

The Fisherman
Level Proficiency Bonus Features Stances Known
1st +2 Stance, Pocket Armory 2
2nd +2 Fighting Style, Shinsu Control, Control Dice (d4) 2
3rd +2 Fisherman Symbol, Shinsu Bond 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Ability Score Improvement, Control Dice (d6) 2
7th +3 Quick Switch 3
8th +3 Ability Score Improvement 3
9th +4 Style Feature, Control Dice (d8) 3
10th +4 Pocket Armory Improvement 3
11th +4 Focused Stance (2 Uses), Shinsu Control Improvement 3
12th +4 Ability Score Improvement 3
13th +5 Control Dice (d10) 3
14th +5 Ability Score Increase 3
15th +5 Style Feature 4
16th +5 Ability Score Improvement 4
17th +6 Focused Stance (3 Uses), Control Dice (d12) 4
18th +6 Style Feature 4
19th +6 Ability Score Improvement 4
20th +6 Soul Well 4

Creating a Fisherman

The most important question when creating a fisherman is how they got thier training. More trained in the classical arts of swordplay than most of the denizens of the Tower of God, fishermen are inherently more physically adept. Did they train for this for years? Or perhaps they were found and imbued with special power by an outside force or administrator? Regardless of the reason, the physical prowess fo your fisherman is thier most important aspect.

Quick Build

You can make a Fisherman quickly. First, Strength or Dexterity should be your highest ability score, and Wisdom should be your second highest. Second, choose the Soldier background.

Class Features

As a fisherman, you gain the following class features, along with any granted by your background.

Hit Points

Hit Dice: 1d10 per Fisherman level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier.

Proficiencies

Armor: Light, Medium
Weapons: Simple, Martial, Exotic
Tools: None

Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Perception, Insight, Survival, Intimidation, History, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) leather armor or (b) scale mail.
  • (a) a Needle or (b) any martial weapon or (c) any exotic weapon.
  • (a) a light crossbow and 20 bolts or (b) 3 Javelins.
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack.

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Stance

Using your control of Shinsu, the Fisherman has learned how harden your mind and how to position yourself in battle to produce specific fighting styles. Choose two Basic Stances from the options below. You enter one stance of your choice that you know instinctually when you begin your first turn in combat, and remain in it until combat is over. You may change your stance to another stance you know as a bonus action on your turn. You must be wielding a melee weapon you are proficient with and not be wielding a shield to gain the benefits of a stance. You learn another basic Stance at level 7 and 15.

Fencer. You take up a dueling stance with your weapon. If you have been attacked by a melee weapon attack by at least one creature you can see since your last turn, you can use a bonus action to use the Dodge action. This dodge action only applies against melee attacks from a creature that has attacked you since the turn before taking the Dodge action.

Steel Guard. You place yourself into a defensive stance reinforced by Shinsu. Whenever you take damage, you can use your reaction to reduce that damage by your Wisdom modifier + half your Fisherman level, rounded up (min. 1).

Hunter. You position yourself into an aggressive, offensive stance. Whenever you first make a melee weapon attack on your turn, you may reduce your armor class by a number no greater than your Proficiency Bonus to gain an equivalent bonus to damage on all of your melee weapon attacks. This armor class reduction and damage bonus lasts until you begin your next turn.

Reactive. You place yourself into a reactive stance. In this stance, you can make one additional melee weapon attack whenever you make an attack of opportunity.

Balanced. You place yourself into a mindset of a skilled warrior. Once per round, when you make a melee weapon attack, you can choose to forgo rolling the dice to and consider the die roll to be a 8 plus any weapon or ability bonuses to hit. You may make this type of attack only once per turn.

Reel. You attach a unique line that you can use to launch and fight with a melee weapon you are proficient in. You gain reach out for 5 more feet with your weapon while you are using this style.

Lure. You cause distracting, spectral lights to glow from areas you can see. At the beginning of your turn or whenever you change to this Stance, choose an unoccupied space you can see within 60 feet of you. Annoying, multicolored lights shine in that area, creating dim light out to 15 feet. If you attack a creature within 5 feet of the lights and that creature can see the lights, you may add your Wisdom modifier to the attack roll, as your lights distract and grant openings to strike at.

Persistence. You focus on your Shinsu to treat your wounds. At the beginning of your turn and whenever you change to this Stance, you gain temporary hit points equal to your Wisdom modifier (min. 1). Once per turn, whenever you recover hit points while you have these temporary hit points, you may add your Wisdom modifier to the hit points recovered.

Aura. You let out an aura of destructive Shinsu around you. The air shimmers in a foot radius sphere centered on you. If a creature other than you moves into the aura for the first time on their turn, begins their turn there, or attempts any Action other than Dash or standard movement, the Shinsu begins to eat away at them and they take Acid damage equal to your Wisdom modifier (min. 1). A creature can only take this damage once per turn.

You can enter a Stance you know outside of combat as a bonus action, but to remain in a Stance outside of Initiative requires your Concentration, as if you were concentrating on a spell. Whenever you gain a Fisherman level, you may replace one Stance you know with another Stance.

Pocket Armory

When you declare your class as a Fisherman, the Tower grants you access to a Pocket Armory. This is a small demiplane in which you can store weapons and armor. You can use a bonus action to call or dismiss the Armory, and a free action to remove or stow 1 weapon or shield from it. Armor is too cumbersome and requires an Use an Object action to move.

You can store a number of weapons or armor equal to your Wisdom Modifier + half your Fisherman level (min. 1) in the Pocket. You can store shields and armor, but the times for donning and doffing these still apply. You cannot summon this Armory in another Extradimensional space, or in the Ethereal Plane. You cannot place any object that contains an extradimensional space, such as a bag of holding or a portable hole inside any Pocket.

Beginning at level 10, you may switch a set of armor, a shield, or a weapon that you are holding or wearing with objects inside your Pocket Armory as a bonus action, magically equipping them to you. When you do so, you may also break attunement to any number of magical objects and immediately attune to an object you have drawn from your Pocket Armory. If an object has a requirement other than a short rest to attune or break your attunement to it, you must still fulfill that requirement as normal. Once you use this aspect of this feature, you must wait until you complete a short or long rest to use it again.

Fighting Style

At 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have a free hand to use this ability.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Defense

While wearing armor, you gain +1 to your AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hindering Reach

Whenever you hit a creature with a weapon that has the Reach property, you can reduce that creature's speed by 5 feet until the end of their next turn. This effect stacks with itself.

Shinsu Control

You gain the ability to control the Shinsu in your body and around you, allowing you to perform physical and magical tasks impossible by others. You gain Control dice equal to your proficiency bonus + your Wisdom modifier (min. 1). These Control Die are d4s, and can be used to produce different effects, called Control Maneuvers, in combat based on your Stance. You can use a Control Maneuver out of combat only if you know the prerequisite Stance for it. Combat Maneuvers are all listed at the end of the class description.

Your Control die increase in size at certain levels, to d6s at level 6, d8s at level 9, d10s at level 13, and d12s at level 17. You cannot use more Control Dice in a single Maneuver than your Proficiency Bonus. You recover all expended Control Dice after completing a short or long rest.

Whenever a Shinsu Control Maneuver calls for a saving throw, use the Shinsu Control Save DC below.

Shinsu Control Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Fisherman Symbol

At 3rd level, you begin to refine your physical strength and control of Shinsu by adopting a symbol. These symbols reflect both the origin of their Shinsu control or training and their resolve to gain further power.

There are 3 Fisherman Symbols, the Symbol of Ignition, the Symbol of the King, and the Symbol of Perfection. You gain features and an additional Stance from your Symbol at 3rd level, as well as 9th, 15th, and 18th levels.

Shinsu Bond

At 3rd level, while you are in any Stance and wielding a weapon you are proficient in, you cannot be disarmed of that weapon while you are conscious.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Switch

At 7th level, you can switch stances on demand. Whenever another creature ends their turn, you can choose to switch to another Stance that you know. This occurs before any Legendary Actions occur.

You can use this ability a number of times equal to your Proficiency bonus, recovering any expended uses after you complete a short or long rest.

Focused Stance

At 11th level, you learn a to adjust your movements to adjust your Stance for a small amount of time. You can enter into a Focused Stance as a bonus action on your turn when you are already in a Basic Stance. While in a Focused Stance, you gain a +2 bonus to melee weapon damage, you still retain the benefits from your Basic Stance you are in, and you gain an additional benefit based on the Basic Stance you are focusing. This bonus to melee damage increases to +3 at level 17.

You maintain your advanced stance for 1 minute, or until you fall unconscious or either drop it or change your basic Stance as a bonus action. If a Focused Stance requires a saving throw, use your Shinsu Control save DC.

You may activate your Focused Stance twice, regaining expended uses after a long rest. You can use it three times between rests beginning at level 17.

Thunderous Flurry. At the end of any turn while you are in a Focused Fencer Stance during which you have hit a single creature at least twice using only melee weapon attacks, that creature must succeed on a Constitution saving throw, taking 1d6 thunder damage per attack that hit on a failure or half as much thunder damage on a success.

Adamantine Hide. While using a Focused Steel Guard Stance, whenever creature a you can see hits you with an attack, you may use your reaction to reflect that attack onto them. They must succeed on a Dexterity Saving throw or the attack fails and they take the full damage of the attack, but no other effect occurs that may be attached to the attack. If they succeed, you both take half the damage of the attack and you are affected by any other effects it might have.

Bloodlust. While using a Focused Hunter Stance, you also gain a bonus to hit equal to the amount of which you lowered your armor class.

Slow Time. Once per round, while you are using a Focused Reactive Stance, you may choose to use a special Action at the end of another creature's turn. You must declare this at the beginning of that creature's turn. This special action occurs before any Legendary Actions.

When you do so, you may only take the Dash, Help, or Attack actions. You may only take one melee weapon attack as part of this special Attack action.

Mechanus Trance. While using a Focused Balanced Stance, your mind narrows and ignores distracting stimuli. The Balanced die roll increases to 12 + any weapon or skill bonuses, and you are immune to the charmed or frightened states until you exit this Focused Stance.

Reel Inventory. While using a Focused Reel Stance, you adjust your Pocket Armory to cause a small flurry of Reels to fly out, with any weapons inside of the inventory attached to them. When you take the Attack action, you can choose to attack with any weapon inside your Pocket Armory, each gaining the normal Reel benefits. Additionally, you can attack three times instead of two when you take the Attack action, so long as you make each attack with a different Reel weapon.

Allied Angler. While using a Focused Lure Stance, when an ally you can see is attacking a creature within 5 feet of your Lure lights and the target creature is being effected by the lights, you may use your reaction to grant your Wisdom modifier to your ally's attack roll. You may do this after you have seen their roll but not before you have seen their results.

Neverfall. While you are using a Focused Persistence Stance, whenever you would be reduced to 0 hit points on your turn but not killed outright, roll a d6. On a roll of 2 or higher, you are instead reduced to 1 hit point and conscious. Each time you succeed on this ability before taking a long rest, the roll must be 1 point higher- for instance, if you have already succeeded on a Neverfall check once since your last long rest, you must roll a 3 or higher to not be reduced to 0 hit points. If your Neverfall difficulty increases past 6, you automatically fail when you attempt a Neverfall check.

Crushing Field. While you are using a Focused Aura Stance, whenever a creature takes Acid damage from your Aura, their speed is halved until the end of their next turn.

Soul Well

At 20th level, you have the strength of the Tower behind you, and you can use use an action to tap into your innate strength to recover all expended Shinsu Control dice.

Once you use this ability, you must complete a long rest before you can do so again.

Fisherman Symbol

Fishermen eventually end up finding a symbol to hearken to, whether it is a physical change in their bodies due to the unpredictable nature of Shinsu, or if it is a goal or ambition they strive to achieve. A fisherman can only truly determine their symbol after testing techniques and fighting styles, which is why they only need to choose a Symbol at level 3.

Symbol of Ignition

The manipulation of Shinsu is a dangerous task, and sometimes it comes at a high physical cost. Living ignition weapons were first created in the Workshop, a place in the tower that crafts most magical artifacts that manipulate Shinsu in the world, but others soon realized that they were being changed as well. Naturally born Ignition weapons are uncommon but they do exist, and their raw, chaotic power is truly a force to behold, though they can harm themselves with their own attacks.

Ignition fishermen will often use symbols of wings or lightning bolts, representing their chaotic and free nature.

Bonus Stance

Beginning when you choose this Symbol at 3rd level, you learn the Living Ignition stance below.

Living Ignition. You activate a hidden weapon inside of yourself. While in this state, you change physically, with your eyes becoming a separate color and the raw stuff of creation flowing around your arms and back. In this state, your may use your Constitution modifier to attack with your unarmed strikes, which deal 1d6 + your Constitution modifier bludgeoning damage on a hit.

Whenever you take damage from a source that you can see, you can use your reaction to take an additional amount of force damage equal to your Control Dice to make an unarmed strike at the source of the damage.

At level 11, you also gain the following benefit when using a Focused Living Ignition Stance.

Devil Ignition. The raw chaos forms and molds around you, while you are using a Focused Living Ignition Stance, you have a flying speed of 30 feet and can use two unarmed strikes instead of one whenever you attack with them as a reaction.

Chaotic Combat

Also at 3rd level, your body becomes more adjusted to the frenzied chaos that is within it, and you can use that to create powerful bursts of energy. When you gain this feature, you gain an additional 3 maximum hit points, and you gain an additional maximum hit point for each Fisherman level past 3rd.

Whenever you deal damage to an enemy with a melee weapon attack, you can choose to sacrifice hit points equal to your Control Die to deal an additional amount of damage equal to your Constitution modifier. Whenever you reduce a creature to 0 hit points with an attack that uses this ability, you regain 1 expended hit dice.

Vital Shinsu

At 9th level, you can draw from your own health and convert it into Shinsu. As an action on your turn, you may expend a number of hit dice no greater than your Proficiency Bonus. You then recover a number of expended Control Dice equal to half the hit dice expended, rounded down.

Once you use this ability, you cannot use it again until you complete a long rest.

Dread Hunter

At 15th level, whenever you deal additional damage to an enemy with your Chaotic Combat feature, you also deal an additional amount of damage to that enemy equal to your Shinsu Control dice.

Staggering Restoration

At 18th level, whenever you expend hit dice using your Vital Shinsu feature, you can also roll those hit dice and recover hit points equal to the amount rolled.

Symbol of the King

The King of the Tower, Zahard, and the 10 Great Families all possess an unparalleled power and can control Shinsu to mimic the elements, and some receive that power through their bloodline, through training and dangerous tests, or through a blessing from the King of the Tower or the 10 Families themselves. These Fishermen are trained in royal forms of fencing and powerful, elemental Shinsu control. Those blessed by Zahard himself, almost always females, are known as Zahard's Princesses.

Some King Fishermen use the symbol of Zahard, which is three red eyes on a black background, but others will use the specific symbols of the Great Family style they chose.

Bonus Stance

Beginning when you choose this Symbol at 3rd level, you learn the Noble Fighting stance below.

Noble. You begin fighting with the swift style of your family. While in this stance, you may take the Dash or Disengage actions as a bonus action on your turn.

At level 11, you also gain the following benefit when using a Focused Noble Stance.

Enhanced Shinsu. You cause your Shinsu to take on the form of your Element. While you are using a Focused Noble Stance, your Shinsu Control Maneuvers and weapon attacks ignore resistance to your chosen Elemental Affinity.

Additionally, whenever you roll for damage with a Shinsu Control Maneuver, it can deal damage of the same type as your Elemental Affinity and you can add your Wisdom modifier to the result.

Elemental Affinity

Also at 3rd level, you begin to receive some defenses from your family's fighting styles. You gain resistance to one damage type of your choice, choosing from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, you can choose for your weapon attacks to deal your chosen element of damage, instead of their regular form of damage.

Quality Manifestation

At 9th level, you can use a bonus action to manifest a refined form of your Shinsu. You create a single melee weapon of your choice that you are proficient in a free hand, crafted of your chosen element from your Elemental Affinity feature. You may use your Strength, Dexterity, or Wisdom modifiers for your attack and damage rolls with this weapon, they always deal damage equal to your Control Dice, and the damage type is always the same as your chosen Elemental Affinity. Your Quality Manifestation disappears after you let go of it or if you drop concentration, as if you were concentrating on a spell.

If you use your action to activate a Shinsu Control Maneuver while holding your Quality Manifestation weapon, you may use a bonus action to make a single melee attack with it against a target within range.

Elemental Perfection

At 15th level, you become immune to the damage type chosen by your Elemental Affinity.

Internal Quality Control

At 18th level, whenever you deal damage to a creature with your Quality Manifestation weapon, you can choose for them make a Constitution saving throw against your Shinsu Control save DC or suffer one of the effects below. You can only use this ability once per turn.

  • They take an additional amount of your elemental affinity damage equal to your Control Dice.
  • They have disadvantage on the next saving throw they would make before the end of their next turn that would deal your elemental affinity damage on a failed save.
  • They are pushed 15 feet away from you.

Symbol of Perfection

Some fishermen hone their skills to a fine point, choosing to focus on their chosen weapon above all. Their honed senses and swift strikes wear down opponents over time, often taking advantage of other warriors' blasting styles of fighting.

More often than not, Perfection Fishermen will choose to use their specific weapon as their symbol, or symbols of a mythical creature such as a dragon or deepfish to represent their ferocity.

Bonus Stance

Beginning when you choose this Symbol at 3rd level, you learn the Master stance below.

Mastermind. You begin to slowly take in the battlefield around you. While in this stance, whenever a creature you can see who had attacked you on their turn ends their turn, you may use your reaction to force them to make a Charisma (Deception) check against your Shinsu Control save DC. On a failure, you gain insight into their defenses, and your Specialized Weapon attacks against that creature have a bonus to hit equal to your Wisdom modifier plus the number of times they attacked you since the beginning of their last turn.

At level 11, you also gain the following benefit when using a Focused Mastermind Stance.

Precision Strikes. You focus pure energy into your weapon attacks. When you take the Attack action on your turn, you may make three weapon attacks instead of two, granted you are using your Specialized Weapon for all three attacks.

Additionally, whenever you attack a creature with a bonus to hit from your Mastermind Stance, you can also deal extra damage equal to your Wisdom modifier + the number of times they attacked you since the beginning of their last turn. You may only deal this extra damage once per turn.

Specialized Weapon

Also at 3rd level, you specialize your training to fighting with a single melee weapon type that you are proficient in. This weapon type ignores environmental penalties in combat, such as underwater fighting, and any abilities that would reduce the amounts of attacks you can make per turn, such as the Slow spell.

Your specialized weapon is considered magical for the purposes of overcoming damage reduction and immunity.

Shinsu Steal

At level 9, whenever you deal a critical hit against a creature with your Specialized Weapon, you regain 1 expended Control Die.

Entry Wound

At level 15, whenever you force a creature to make a saving throw against your Shinsu Control Maneuver and you have dealt damage to that creature with your Specialized Weapon since the beginning of your last turn, that creature makes the saving throw at disadvantage.

Follow-Up Strike

At level 18, when you take the Attack action and you hit with all weapon attacks made during it using your Specialized Weapon, you may make an extra weapon attack as a bonus action.

Control Maneuvers

While you are in a certain stance, you may use any Control Maneuver that that Stance can perform. You may use any Control Maneuver outside of combat if you know a prerequisite Stance.

If a Control Maneuver has different prerequisites, you must fulfill them all before you can use the maneuver. Any level prerequisites are your Fisherman level, not your total level.

Stance Attribution List

Stance Maneuvers Available
Fencer Ascent of the Dragon, Spirit Sword, Fisher's Quarry
Steel Guard Critical Instinct, Orb Defense, Light Shield
Hunter Chiffon Sword, Spirit Sword, Fisher's Quarry
Reactive Critical Instinct, Spirit Sword, Light Shield
Balanced Ascent of the Dragon, Critical Instinct, Fisher's Quarry
Reel Far Grasp, Tying Twenty Threads
Lure Elemental Legacy, Light Shield, Wave Attunement
Persistence Pheonix Sweetfish, Shinsu Bubble
Aura Orb Defense, Elemental Legacy, Wave Attunement
Living Ignition Endless Sky, Orb Defense, Light Shield, Fisher's Quarry
Noble Chiffon Sword, Elemental Legacy, Endless Sky, Wave Attunement
Mastermind Ascent of the Dragon, Critical Instinct, Spirit Sword, Fisher's Quarry

Ascent of the Dragon

When you take the Attack action, you may expend at least 2 Control Dice on a hit empower your strikes, dealing extra damage dice equal to half the number of Control Dice expended, rounded down, for each melee weapon attack made until the beginning of your next turn.

Chiffon Sword

Prerequisite: 5th level
As an action, you expend at least 2 Control Dice to create to a small orb of chaotic black energy in your hand, and then release it to a 15 foot radius sphere explosion at a point you can see within 60 feet of you. Each creature within the sphere must succeed on a Dexterity saving throw or take 3d8 necrotic damage plus an additional amount of force damage equal to the Control Dice expended, or half as much damage on a successful save.

Critical Instinct

When you take a critical hit from an attack that you can see, you use your reaction to expend 1 Control Dice and reduce the attack to a regular hit.

Elemental Legacy

Prerequisite: 5th level
As an action, you may expend at least 2 Control Dice to cast Aganazzar's Scorcher, Haki's Freezing Spear, Maximilian's Earthen Grasp, or Melf's Acid Arrow. For each Control Dice expended past 2, you increase the level of the spell by 1, to a maximum of 5th level. Wisdom is your spellcasting ability for these spells.

Endless Sky

As an action, you can spend at least 1 control dice to produce a a 10 foot cone of destructive energy. Each creature in the cone must succeed on a Constitution saving throw or take Thunder damage equal to twice the spent control dice + your Wisdom modifier, or half as much on a successful save. Objects and structures in the area also take this damage.

Each time you use this Control Maneuver past the first time since your last long rest, add 10 feet to the range of the cone, to a maximum increase in range equal to your proficiency bonus x 10. This maneuver’s range resets to 10 at the end of a long rest.

Far Grasp

When you hit a creature with an attack using a weapon with the Reel property, you may expend at least 1 Control Die to force them to make a Strength saving throw. On a failed save, they take an additional amount of weapon damage equal to the Control Dice expended and are considered grappled by you as the Reel weapon wraps around them.

You cannot make attacks with a Reel weapon that is grappling an enemy in this way. When rolling Athletics in order to maintain your grapple on a character grappled in this way, you may use your Wisdom modifier in place of your Strength modifier. The grapple ends if you enter a non-attributed Stance or are incapacitated.

Fisher's Quarry

As a bonus action, you can spend 1 control dice and choose a single creature within 30 feet of you. When you deal damage to that creature with a melee weapon attack, add your control dice to the damage. If you lose concentration, as if concentrating on a spell, or if you enter non-attributed Stance, this effect ends.

Light Shield

As a bonus action on your turn, you can expend at least 1 Control Dice to create a magical floating shield of light around you. This shield grants a +2 bonus to AC, remains until you enter a non-attributed Stance or until you lose concentration, as if concentrating on a spell.

If you take damage while your Light Shield is up, you may choose to end it early to reduce the damage by an amount equal to the Control Dice expended to create it.

Orb Defense

As an action, you expend at least 1 Control Dice cause a small, floating orb of dense Shinsu to appear in your space nearby you. While the orb is in existence you, creatures have disadvantage on attack rolls against you. The orb remains for 10 minutes, until it is reduced to 0 hit points or until you enter a non-attributed Stance.

The orb has an armor class of 10 + your Wisdom Modifier, and it has hit points equal your your Wisdom Modifier + an additional amount equal to the Control Dice expended, which you roll when you create the orb.

It usually takes no damage from unless directly attacked, but whenever you take damage, you can choose to split the damage with the orb, with the orb taking half of the damage you would have taken. If the orb is reduced to 0 hit points, it is destroyed, and you take any excess damage.

Phoenix Sweetfish

As an Action, you can spend at least 2 Control Dice to summon a small, flaming fish above a willing creature's head, which remains there for 1 minute, until you enter a non-attributed Stance, or until you lose concentration, as if concentrating on a spell. Whenever the character with the ends a turn and had lost any hit points since the end of their last turn, they recover hit points equal to one control dice. If the character with the sweetfish falls to 0 hit points, the sweetfish bursts into a retaliatory burst of fire, causing anyone within 5 feet of the fallen character (but not the unconscious character) to make a Dexterity saving throw or take 2d6 + the control dice spent fire damage. The effect then ends.

Shinsu Bubble

As an Action, you may spend any number of Control dice to produce a translucent, shimmering bubble of Shinsu in a 10 foot radius around you, which moves with you and passes through all barriers. Creatures on the inside of the bubble are warded from hostile effects from the outside- when such an effect would force a creature inside to make a saving throw, they can choose to bolster themselves by adding one Control Dice to their result. When the bubble has been used to bolster saving throws equal to the number of control dice spent to create it, the effect ends. The bubble is also destroyed if you change Stance or are incapacitated.

Spirit Sword

As a bonus action on your turn, you can expend 2 Control Dice to infuse a weapon you are holding with spiritual Shinsu. For 1 minute, until you enter an non-attributed Stance or until you lose concentration, as if concentrating on a spell, your attacks with that weapon do not have disadvantage to attack targets you cannot see and can attack targets on the ethereal plane.

Tying Twenty Threads

When you hit a creature with a Reel weapon, you may expend at least 1 Control Dice. You deal the additional weapon damage equal to the expended Control Dice, and the creature must succeed on a Dexterity Saving Throw or have their speed is reduced by 5 feet per control dice spent until the end of your next turn.

Wave Attunement

You spend at least one Control Die to cast any Wave Controller cantrip. You can add the Control Dice spent to the first damage roll against the first enemy hit by this cantrip. Once you cast a cantrip using this Maneuver, you cannot cast a different cantrip through this Maneuver until you complete a short or long rest. Wisdom is your spellcasting ability for this cantrip.

Changelog

1.0 Class Release!
1.1 Adjusted some proficiencies.
1.2 Updated most wording and resources.

The Light Bearer

A human walks with a small adventuring party, a strange device in his hand. He waves the device around, and a light pours down from above, every member of the party glowing with power. They charge forwards, the human’s light and guidance bolstering their attacks as they cut through a horde of enemies.

An elf sits in a high cliff, waiting for his enemy to step into his trap. He waves his hand, causing a purple light to pour from several sources around him. To his enemy’s dismay, he finds himself trapped and unable to move, completely at the mercy of the caster.

A halfling stands at the back of a group, watching the two armies fight each other in the light of his magic. He chants something, and fire erupts within the blue light, setting dozens of enemies in a blaze and turning the tide of battle.

Light Bearers are logical controllers of prismatic Shinsu. They use the Shinsu extended from their own bodies to cast magic and control pieces of glowing Floatstone called Lighthouses. Excelling in controlling the battlefield, a Lighthouse is a versatile and adaptive tool, with several uses including trapping the enemy, bolstering your allies, and revealing the unknown. Light Bearers are often leaders of conventional parties, their range allowed by the Lighthouse so that they never have to enter the battle head on. They can coordinate with their allies via communication from their Lighthouse’s spotlight, a Light Bearer is completely in control of any situation in its light. Originally from the inner Tower of God, where the practice of Shinsu control originates, Light Bearers were regaled as leaders of testing parties.

Mystical Assistance

Light Bearers are masters at using Shinsu to protect and support other fighters in combat. Their floatstone lighthouse can act as an extension of the caster's own space, and can allow them to help others without threat of the Light Bearer being harmed.

Light Bearers cast spells with a logical understanding of mystical geometry and similar practices, allowing htem to skew space within their lighthouse's spotlight. They also make modifications to their lighthouse similar to how the Artificer modifies their experimental machines, adjusting how the spotlight is used.

Quick Build

You can make a Light Bearer quickly. First, Intelligence should be your highest ability score, and Constitution should be your second highest. Second, choose the Sage or Cloistered Scholar background.

The Light Bearer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Pocket Inventory 2 2
2nd +2 Floatstone Style, Lighthouse Control 2 3
3rd +2 Tactician 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 Enhanced Control 3 4 3 2
6th +3 Lighthouse Modifications 3 4 3 3
7th +3 Floatstone Feature 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Multitasking (2 Lighthouses) 3 4 3 3 3 1
10th +4 Lighthouse Modifications 4 4 3 3 3 2
11th +4 Control Room 4 4 3 3 3 3 1
12th +4 Ability Score Improvement 4 4 3 3 3 3 2
13th +5 Multitasking (3 Lighthouses) 4 4 3 3 3 3 2 1
14th +5 Lighthouse Modifications 4 4 3 3 3 3 2 1
15th +5 Floatstone Feature 4 4 3 3 3 3 2 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 3 2 2 1
17th +6 Multitasking (4 Lighthouses) 4 4 3 3 3 3 2 2 1 1
18th +6 Lighthouse Modifications 4 4 4 3 3 3 2 2 1 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 2 2 1 1
20th +6 Opera 4 4 4 3 3 3 2 2 1 1

Class Features

As a light bearer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per light bearer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, quarterstaffs, clubs, sickles, light crossbows, shortswords, and hand crossbows
  • Tools: Tinker's tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, Insight, Investigation, or Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon
  • (a) dungeoneer's pack or (b) an explorer's pack
  • Leather armor, a hand crossbow and 20 bolts, and an arcane focus.

Or you can start with 4d4 x 10 gp to buy your starting equipment.

Spellcasting

Your training with shinsu and the manipulation of magical energies allows you to cast spells and spell-like effects. See chapter 10 for the general rules of spellcasting and the end of this class description for the seer spell list.

Cantrips

You know two cantrips of your choice from the light bearer spell list. You learn additional light bearer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Light Bearer table.

Preparing and Casting Spells

The Light Bearer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these light bearer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of light bearer spells that are available for you to cast, choosing from the light bearer spell list. When you do so, choose a number of light bearer spells equal to your Intelligence modifier + your light bearer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level light bearer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of light bearer spells requires time spent readjusting your control over Shinsu and studying the world around you: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your light bearer spells. Your magic comes from natural cunning and logical understanding of Shinsu. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a light bearer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any light bearer spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus or your lighthouse controller as a spellcasting focus for your light bearer spells.

Pocket Inventory

At level 1, when you declare your class as a light bearer, you gain access to a Pocket Inventory, which allows you to store items, but not weapons or armor, in a small, extradimensional space that can be opened at will. This inventory can store items that are no more than 5 lbs in each slot. You have slots equal to your Light Bearer level + your Intelligence modifier.

Any living object put into a Pocket Inventory is immediately shunted out to the nearest, unoccupied space, taking 1d6 force damage for every 5 ft traveled. You can call and retrieve one item from the Pocket Inventory as a bonus action. Any magic item takes up two slots, a legendary magic item or an artifact takes four slots. A potion generally will take up one half of a spot, and you can store an indefinite amount of currency or other small items (up to 5 lbs) in one slot.

You cannot summon this Pocket in another Extradimensional space, with the exception of inside your lighthouse, or in the Ethereal Plane. You cannot place any object that contains an extradimensional space, such as a bag of holding or a portable hole inside any Pocket.

Floatstone Style

At level 2, you craft your first Lighthouse, an small, arcane Construct that can float and be manipulated in Shinsu, and can emit its own magical light. You choose between three forms of Floatstone, which alters the function of your Lighthouse, allowing you to choose different statistics for your lighthouse at 2nd level and grants you additional features at levels 7 and 15.

Additionally, your choice Floatstone grants additional spells at certain Light Bearer levels that you always have prepared. These Floatstone spells, even if not on they are not on the Light Bearer spell list, are nonetheless considered Light Bearer spells to you, and they do not count against your total Prepared Spells.

Lighthouse Control

Also at level 2, you learn how to control and manipulate your newly crafted lighthouse. You also craft a lighthouse controller, and can use it to control your own lighthouse while you are holding it in one hand. The appearance of this item is generally a small rod or remote, but it can look however the player chooses, within reason. Your lighthouse controller can be used as your Arcane Focus for all your Light Bearer spells. At the end of a short rest, you can create a new lighthouse controller, after which your previous controller crumbles into sparkling dust. The Lighthouses page at the end of this list determines how the Lighthouse acts during combat and its game statistics.

Your lighthouse controller has a 30 foot range where it can control your lighthouse. If your lighthouse leaves that area, which is your Controller Range, it is incapacitated, its movement speed is 0, and it falls to the ground until it enters your Controller Range again.

Repairing the Lighthouse

Your lighthouse can be magically repaired whenever you heal yourself during a short rest, so long as you have Tinker's tools and your Lighthouse Controller on your person when you rest. It recovers 1d4 + your Constitution modifier hit points per every hit dice you spend during the rest. Mending is not strong enough to repair damage to a Lighthouse, but it can be used to bring a dead Lighthouse back to life at 1 hit point.

The Spotlight

Your lighthouse's main function is to produce a cone of magical, bright light conjured by Shinsu. This cone extends for 30 feet and has a 10 foot radius. A lighthouse's spotlight is always conical (creating a circle on a flat surface), and appears only when it is not incapacitated. As a free action at the beginning of your turn, you may choose to point the spotlight in any direction. If the spotlight fully hits a flat surface, such as the ground or a wall, it adjusts itself to always be of its conical width, regardless of its distance from the surface. If you do not tell the spotlight where to point, it will point down after 1 minute.

You can turn any number of your lighthouses' spotlights off or on as a bonus action. Your lighthouse, even if it is an extradimensional space due to a modification or other feature, can be stored in your pocket inventory for no slots. Your lighthouses are always considered in your spotlight, unless they are incapacitated.

Tactician

At level 3, you can coordinate and assist your allies's tactical maneuvers with your lighthouse. As a bonus action, you can choose up to two creatures within your lighthouses spotlights. You can telepathically communicate with those creatures so long as they remain within your spotlight, and they can communicate with each other if you will it. If one of those creatures leaves the spotlight, their telepathic link is broken, and you must use a bonus action once they are back within the spotlight to re-apply it.

So long as you are holding your lighthouse controller, you can use a bonus action to see in your mind whatever is happening in your lighthouses’ spotlights from the perspective of that lighthouse until the beginning of your next turn.

Enhanced Control

At level 5, you can invest magical energy into your Lighthouses during your turn. When you do so, you can spend a spell slot whose level is no higher than your proficiency bonus as a bonus action. One of your lighthouses can then take their Enhanced Action in their game statistics.

Lighthouse Modifications

At levels 6, 10, 14, and 18, you tinker and modify your Lighthouse to suit your needs better. These features are all the extra utilities you can apply to a lighthouse. When you gain this feature, choose one Modification from the list of lighthouse modifications at the end of the class description.

At the end of a long rest, you can apply one of your Modifications to each of your Lighthouses. You can apply the same Modification to every lighthouse, but each lighthouse can only have one at a time.

The Extend Range Modification and Extend Spotlight Modifications are exceptions, and both apply to all your lighthouses at the same time, and do not count against the amount of Modifications that your lighthouse can have.

Some modifications have prerequisites, such as another Modification, a specific type of Floatstone, or a certain light bearer level. You must fulfill these prerequisites to gain a modification. You cannot retake the same modification twice in one level.

Whenever you gain a light bearer level, you may replace one modification for another that you can learn. If this modification is a prerequisite to another modification you know, you must also replace that modification with another you can learn.

Multitasker

At 9th level, you enhance your control of Shinsu and control 1 more lighthouse. This lighthouse has the same Floatstone Style as your other lighthouse(s).

You can move your lighthouses through each other. During your rests, you can heal both lighthouses per hour.

You create more lighthouses as you gain levels. You gain a third lighthouse at level 13, and a fourth lighthouse at level 17.

Control Room

At 11th level, you adjust the inside of your lighthouse to act as a portable center of command for your party. As an action, you can enter or leave a 10 foot cube demiplane inside one lighthouse that is within 5 ft of you. You can move your lighthouse with the same distance as your move speed in any direction while doing so, and you are considered to be in the same space as your lighthouse for the purposes of your lighthouse controller radius and controlling other lighthouses.

You can see and talk only through your Tactician feature, though in your Control Room you can always see through your lighthouses' spotlight without having to use your bonus action. You cannot cast spells except with the Remote Spellcasting modification.

If your lighthouse that you are inhabiting takes any damage, you must make a Dexterity save equal to half the damage sustained or 10, whichever is higher, or be forced out into a random, adjacent space within 5 feet of it. Creatures cannot enter your lighthouse's demiplane except by means of the demiplane spell or similar magic. If your lighthouse is broken while you are inside of it, you take 1d6 bludgeoning damage plus an addtional 1d6 bludgeoning damage per Light Bearer level, and you are ejected from it as with a failed Dexterity save.

A lighthouse with someone inside cannot be put into a Pocket Inventory, and although you can call your Pocket Inventory inside your Control Room, the demiplane breaks if you pull out a stored lighthouse or bring another extradimensional space, such as a bag of holding or portable hole inside of it. Your lighthouse breaks in that instance and you take damage and are ejected as normal.

Opera

At level 20, you craft an Opera, the most powerful lighthouse controller of all. There are very few in existence, and even fewer people with enough power over Shinsu to control them. With an Opera, your Spotlight increases its radius by 20 ft and can increase the radius at which you can control your lighthouse by 50 feet.

While within your lighthouse controller range, your lighthouse gains resistance to all damage and immunity to all non-magical bludgeoning, piercing, and slashing. They also lose their vulnerability to adamantine weapons.

When you would use an Action to cast a light bearer spell or command your lighthouse, you may then use one of your lighthouse's Enhanced Actions as a bonus action on that turn, as if you expended a 1st level spell slot. You may use your Enhanced bonus in this way a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.

Floatstone Types

Guide

The Guide lighthouses are designed to light the way through the darkest parts of the Tower. The guide is a bright, circular lighthouse that is designed to reveal paths in the surrounding. It contains a bright white spotlight that glimmers along the ground.

Floatstone Spells

These spells are always prepared, gaining them at the Light Bearer level listed. If the spell is not a Light Bearer spell, it is nonetheless considered a Light Bearer spell when you use it.

Light Bearer Level Spells
2 Alarm, Bless
3 Locate Object, Wall Sight°
5 Tyriok's Carved Cartography°, Sending
7 Hallucinatory Terrain, Locate Creature
9 Passwall, Legend Lore

Reliable Guide

Also at 2nd level, whenever a creature inside your spotlight makes a Survival, Perception, or Investigation check, you can use your reaction to grant them advantage on the check.

You may use this ability a number of times equal to your Intelligence modifier. You retain all expended uses after completing a long rest.

Piercing Glow

At level 7, your lighthouse’s spotlight can pierce magical darkness and both the lighthouse and its spotlight can pass through any magical barriers cast by a spell of a level equal to or less than 1/2 your Light Bearer level (rounded down).

Counter-Scry

At level 15, you can deflect and reverse those who wish to magically divine your location. Whenever a creature attempts to cast a divination spell that determines the location of an ally within your spotlight, the GM rolls a d6. On a roll of 4 or higher, the ability fails and you instead learn the location, the spell used, the target of the spell, and the type of creature that attempted to divine.

You cannot use this ability if you are not conscious. You may learn the location of a creature using this ability twice, regaining all expended uses after completing a long rest.

Trapper

The Trapper lighthouses are designed to hold your enemies while bolstering your allies. The trapper is a pyramidal lighthouse that is specialized to use Shinsu control to manipulate enemies in its spotlight. The Trapper’s spotlight is a deep purple.

Floatstone Spells

These spells are always prepared, gaining them at the Light Bearer level listed. If the spell is not a Light Bearer spell, it is nonetheless considered a Light Bearer spell when you use it.

Light Bearer Level Spells
2 Entangle, Bane
3 Blindness/Deafness, Hold Person
5 Bestow Curse, Magic Circle
7 Evard's Black Tentacles, Dominate Beast
9 Planar Binding, Hold Monster

Delirious Chains

At level 2, whenever you first restrain, stun, or paralyze an enemy, or whenever an enemy fails their saving throw against a spell of 1st level or higher that does not inherently deal damage that you cast while within your lighthouse's spotlight, you can choose to also deal 1d6 + your Intelligence modifier in psychic damage to one target.

You may deal this damage a number of times equal to your Intelligence modifier, regaining all expended uses on a long rest. This damage die increases as you increase in Light Bearer level (2d6 at 5th level, 3d6 at 11th level, 4d6 at 17 level).

Liquid Glow

Beginning at 7th level, all ground that your lighthouse touches is considered difficult terrain. You can choose for any number of creatures to be immune to this effect.

Additionally, creatures of your choice that you can see in your spotlight that you choose to be immune to this effect also ignore all other difficult terrain inside the spotlight.

Interrupting Light

At level 15, your lighthouse is able to siphon other creature's magic and use it to dispel magical effects. When a creature you can see casts a spell within the light of your lighthouse, you can use your reaction to cast counterspell, dispel magic, or remove curse at 3rd level without expending a spell slot.

You do not need to have these spells prepared to use this ability. You may use this ability twice, regaining your ability to do so after you complete a long rest.

Wave

The Wave lighthouses are designed to cast spells with Shinsu to destroy enemies who find themselves in your light. The wave is a cube lighthouse favored by those who wish to fight from the sidelines, designed to deal magic damage on group of enemies. It casts a blue, electrical spotlight.

Floatstone Spells

These spells are always prepared, and you gain new ones at levels 2, 5, 8, 12, and 16. If the spell is not a Light Bearer spell, it is nonetheless considered a Light Bearer spell when you use it.

Light Bearer Level Spells
2 Soul Arrow°, Hex
3 Magic Weapon, Crystal Hail°
5 Spacial Rend°, Elemental Weapon
7 Otiluke's Resilient Sphere, Moonlight Arrows°
9 Cone of Cold, Destructive Wave

Bonus Cantrip

At level 2, you tap into some of the unique form of shinsu manipulation of a Wave Controller. Choose 1 cantrip from the Wave Controller spell list. You learn that cantrip and can cast it while holding your lighthouse controller, and it is considered a light bearer spell for you.

Focused Glow

At level 7, as an Action, you can narrow the spotlight of one of your lighthouses on a single creature, which remains that way until you use a bonus action to make its spotlight normal again. While focused on a single creature, the spotlight only illuminates their space , and if they move, they must succeed on a Dexterity saving throw or the lighthouse will follow them as if tethered by a 30 foot cord, although it can still be deactivated if they move it out of your controller range.

A creature who is focused by your lighthouse is always considered to be in range for your light bearer spells, unless they have a range of Self. If you have multiple lighthouses, you may attach them and detach them to the same or separate creatures as part of the same Action or bonus action. If a creature has multiple lighthouses attached to them, they must make a Dexterity save for each lighthouse to break free of each one when they move.

Triangulate

At level 15, whenever you have at least 3 of your lighthouse spotlights focused on a single creature, you can choose to gain advantage on any spell attack roll against that creature or give them disadvantage against any saving throw caused by a spell you make.

You can use this ability twice, regaining all expended uses after completing a long rest.

Lighthouse Modifications

True Glow

You can use an Action to choose up to three creatures within the spotlight of your lighthouse. These creatures gain Truesight for 10 ft until the end of your next turn, or until they leave your Lighthouse's spotlight.

No Escape

Prerequisite: Trapper Lighthouse
If a creature leaves your lighthouse’s spotlight after failing a Saving Throw against a light bearer spell you cast of 1st level or higher, it glows with purple, dim light out to 10 feet for 1 minute.

During this time, you can see the outline of the creature through walls and non-magical barriers, and have advantage on any Survival checks made to track them down.

Remote Spellcasting

Prerequisite: 11th level
While you are inside your Control Room, you may cast spells against targets within the spotlight of your lighthouse as if the lighthouse was the source of the spell.

Elemental Resistance

All creatures of your choice that you can see within your spotlight gain resistance to a certain type of damage, choosing from acid, cold, fire, lightning, necrotic, radiant and thunder. You choose the type of element when you take this Modification.

Unmask

Whenever a creature who is invisible, disguised by illusion magic or otherwise not in its true form enters into your lighthouse's spotlight, the magic of the lighthouse shows them as their true form for as long as they are in it. You can choose to suppress this effect if you wish.

Reveal All

Prerequisite: Guide Floatstone Style
Your lighthouse automatically causes any hidden traps or doors within its spotlight not behind total cover to glow with a slight outline, revealing them instantly.

Transport

Prerequisite: 9th level
If you have not moved yet on your turn, you may forgo your movement action to teleport from one space inside the spotlight you can control to another space inside a spotlight you control. Both lighthouses must not be broken or out of your controller range.

Extend Range

Your mastery of shinsu control extends the range of your lighthouse controller by 30 feet. This applies to all lighthouses, and can be used along with another Modification on those Lighthouses.

Ethereal Floatstone

Your lighthouse can freely pass through creatures without drawing attacks of opportunity.

Additionally, the spotlight of your lighthouse makes creatures with the Incorporeal Movement feature more tangible, removing any slashing, piercing, and bludgeoning resistances they might have and barring them from moving through physical objects using that feature.

Manipulation

As an action, you can mentally manipulate a simple object inside of your lighthouse's spotlight such as a lever or a door, or to move one item less than 10 lbs in any direction to a point within your spotlight. You cannot attack or exert fine motor control with this item.

Area Control

Prerequisite: Wave Floatstone Style
Whenever you cast a spell with a harmful area of effect, you can designate up to 3 creatures within your spotlight that you can see to be unaffected by the spell.

Self Destruct

When your lighthouse is broken, it discharges a surge of electricity in a cone facing in a direction you choose when it breaks. The cone is the same length and width as your spotlight's cone.

Every creature in the cone must succeed on a Dexterity saving throw. They take 2d4 lightning damage, or half as much on a successful save. This damage increases by 1d4 per every light bearer level past second.

Radiant Glow

As a bonus action on your turn, choose a single creature you can see within your spotlight. Until the beginning of your next turn, that creature’s weapon attacks are considered magical, and they deal an additional 1d4 radiant damage on a hit.

Extend Spotlight

Through extensive testing, you increase the width of your spotlight by 10 ft and increase the length of the cone by 20 feet. This applies to all lighthouses, and can be used along with another Modification on those Lighthouses.

Lighthouses

Your lighthouses use the following statistics dependent on your Floatstone Style.

In combat, your lighthouse shares your Initiative and can act and move in any combination with yourself, but can only take the Disengage, Dodge, or Dash actions unless you take an Action while holding your Lighthouse Controller to command any number of your Lighthouses to take one of its Actions, except for its Enhanced Action, which can only be taken using the Enhanced Control feature at level 5.


Guide Lighthouse

Small construct, unaligned


  • Armor Class 10 + your Constitution modifier + PB
  • Hit Points 4 + four times your Light Bearer level + your Constitution modifier
  • Speed 0 feet, fly 30 feet (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 5 (-3)

  • Saving Throws Dex +2 plus PB, Con +0 plus PB, Wis +2 plus PB
  • Damage Vulnerabilities Bludgeoning, piercing, and slashing damage from adamantine weapons
  • Damage Immunities Poison, psychic
  • Condition Immunities Charmed, frightened, paralyzed, petrified, poisoned, stunned, exhaustion, and unconscious
  • Senses Blind except through its Spotlight trait.
  • Languages Understands the languages you speak, but cannot speak

Spotlight. The lighthouse can only see through its magical spotlight, which is on only if it is not incapacitated, blinded, and within its Controller's Range.

Immutable Form. The lighthouse is immune to any spell or effect that would alter its form.

Perceptive Light. Allies of the lighthouse within their spotlight gain darkvision out to 60 feet, or out for 30 more feet if they already have darkvision.


Actions

Shimmering Beam. Ranged Spell Attack: your spell attack modifier to hit, Range (within spotlight), one target. Hit: 1d4 + your Intelligence modifier radiant damage.

Guiding Light. A multicolored light guides the attacks of an ally within your spotlight. The next time that creature makes an attack roll until the end of your next turn, they roll a d4 and add the result to the attack roll.

Enhanced Balm. A number of allies no more than your Intelligence modifier within your spotlight recover 1d4 hit points per spell slot expended past 1st for this ability.


Trapper Lighthouse

Small construct, unaligned


  • Armor Class 10 + your Constitution modifier + PB
  • Hit Points 4 + four times your Light Bearer level + your Constitution modifier
  • Speed 0 feet, fly 30 feet (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 5 (-3)

  • Saving Throws Dex +2 plus PB, Con +0 plus PB, Wis +2 plus PB
  • Damage Vulnerabilities Bludgeoning, piercing, and slashing damage from adamantine weapons
  • Damage Immunities Poison, psychic
  • Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, poisoned, restrained, stunned, exhaustion, and unconscious
  • Senses Blind except through its Spotlight trait.
  • Languages Understands the languages you speak, but cannot speak

Spotlight. The lighthouse can only see through its magical spotlight, which is on only if it is not incapacitated, blinded, and within its Controller's Range.

Immutable Form. The lighthouse is immune to any spell or effect that would alter its form.

Hinder Escape. Whenever a creature within the lighthouse's spotlight attempts a saving throw to break free of an effect which restrains, paralyzes, or stuns them, the Light Bearer can use their reaction to force disadvantage on the roll.


Actions

Shocking Beam. Ranged Spell Attack: your spell attack modifier to hit, Range (within spotlight), one target. Hit: 1d6 + your Intelligence modifier lightning damage.

Dense Light. A heavy, high-pressure light surrounds a creature within your spotlight. That creature must succeed on a Strength saving throw or have their speed reduced by 10 feet until the end of their next turn.

Enhanced Hold. A target within your spotlight must succeed on a Constitution saving throw as the lighthouse attempts to bind them. On a failure, they are grappled (escape DC equals your spell save DC) until they leave your spotlight. They can attempt to escape from this grapple as with any grapple. You can target an additional creature with each spell slot expended past 1st.
A lighthouse that is grappling at least one target must uses their Action on their turn to maintain the grapple, unless you choose to release the grapple at the beginning of your turn.


Wave Lighthouse

Small construct, unaligned


  • Armor Class 10 + your Constitution modifier + PB
  • Hit Points 4 + four times your Light Bearer level + your Constitution modifier
  • Speed 0 feet, fly 30 feet (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 5 (-3)

  • Saving Throws Dex +2 plus PB, Con +0 plus PB, Wis +2 plus PB
  • Damage Vulnerabilities Bludgeoning, piercing, and slashing damage from adamantine weapons
  • Damage Immunities Poison, psychic
  • Condition Immunities Charmed, frightened, paralyzed, petrified, poisoned, stunned, exhaustion, and unconscious
  • Senses Blind except through its Spotlight trait.
  • Languages Understands the languages you speak, but cannot speak

Spotlight. The lighthouse can only see through its magical spotlight, which is on only if it is not incapacitated, blinded, and within its Controller's Range.

Immutable Form. The lighthouse is immune to any spell or effect that would alter its form.

Wave Hunting. A creature inside this spotlight is always considered in range for spells that require a ranged spell attack roll, that are cast by the Light Bearer. Ranged spell attacks against an enemy of the Lighthouse inside the spotlight ignore all cover.


Actions

Crackling Beam. Ranged Spell Attack: your spell attack modifier to hit, Range (within spotlight), one target. Hit: 1d8 + your Intelligence modifier force damage.

Targeting Light. Your a hostile light shimmers around an enemy within your spotlight. That creature cannot benefit from cover other than total cover until the end of your next turn.

Enhanced Barrage. You use Crackling Beam a number of times equal to the spell slot expended.

Light Bearer Spell List

Cantrips (0 Level)
  • Blade Ward
  • Create Bonfire
  • Chromamancy°
  • Chromatic Dart°
  • Control Flames
  • Dancing Lights
  • Light
  • Mage Hand
  • Mold Earth
  • Message
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Static Cloud°
  • True Strike
  • Thunderclap
1st Level
  • Alarm
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Disguise Self
  • Detect Evil/Good
  • Detect Magic
  • Faerie Fire
  • Feather Fall
  • Identify
  • Refractor Beam°
  • Repair°
  • Silent Image
  • Shield
  • Mage Armor
  • Tenser’s Floating Disk
  • Way of White Corona°
2nd Level
  • Blur
  • Crystal Hail°
  • Detect Thoughts
  • Find Traps
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Misty Step
  • Moonbeam
  • Nystul’s Magic Aura
  • Psionic Darts°
  • Pyrotechnics
  • See Invisibility
  • Spiritual Weapon
  • Wall Sight°
  • Warding Bond
3rd Level
  • Anais' Infravision°
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Haste
  • Intellect Fortress
  • Nondetection
  • Overwhelming Beam°
  • Protection from Energy
  • Sending
  • Slow
  • Tenser's Levitating Platform°
  • Tiny Servant
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Dimension Door
  • Divination
  • Enchant Item°
  • Freedom of Movement
  • Invert Light°
  • Leomund’s Secret Chest
  • Orientation Lock°
  • Otiluke’s Resilient Sphere
  • Swift Attunement°
  • Summon Construct
5th Level
  • Antilife Shell
  • Bigby’s Hand
  • Dawn
  • Dismantle°
  • Far Step
  • Greater Restoration
  • Hijack Spike°
  • Hold Monster
  • Mass Cure Wounds
  • Scrying
  • Seeming
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
  • Wall of Light
6th Level
  • Arcane Gate
  • Contingency
  • Find the Path
  • Globe of Invulnerability
  • Guards and Wards
  • Heal
  • Mental Prison
  • Scatter
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainnen’s Sword
  • Plane Shift
  • Project Image
  • Sequester
8th Level
  • Antimagic Field
  • Demiplane
  • Feeblemind
  • Maze
  • Sunburst
  • Telepathy
9th Level
  • Gate
  • Imprisonment
  • Pale Dragon Breath°
  • Prismatic Wall

Changelog

1.0 Class Release!
1.1 Added very minor spelling changes, fixed a problem where the Statistics and Proficiencies page would not show.

Changed "Lighthouse Feats" to "Lighthouse Modifications" to avoid confusion with 5e Feats.

1.2 Changed Shinsu to Ki, and made Shinsu the technique of Ki control. Adjusted the Remote Range Mod to include a prerequisite to be skipped if you have the Wave Archetype. Adjusted spelling errors and partial syntax issues. Adjusted Shinsu Interruption gamerule to include Monks, since they can control Ki to interrupt Shinsu Control.
1.3 Changed all aspects, fixed broken parts of modifications, adjusted spell list, gave subclasses specific features and added Caraman's Tome of Skill Spells to spell list.

The Scout

A human dashed into combat at breakneck speeds, a sonic boom thundering behind him as he slams a black needle into the hag’s side, transferring his momentum into striking power.

A halfling man sneaks through the darkness, squinting at the group of orcs. Calling on a their hovering observer, they float it over past them, realizing that the marching horde is more powerful than they first thought.

A goliath woman in light armor dashed towards the hobgoblin mage, slashing upwards and cutting their enchantment off of their armor, then speaking a word of power and transferring the buff to her ally, to the goblinoid’s dismay.

Masters of stealth and speed, Scouts channel the flow of Shinsu around them to cause sonic slipstreams that they can move swiftly through. Using a combination of technological prowess with their Observer drones and their inherent skill with thieves tools. In this way, Scouts act as the midpoint of all Tower parties, assisting the Fisherman in the frontlines, but then dashing backwards to assist the Light Bearer in the back when they get in danger. As such, as a jack of all trades, Scouts are the most varied and adaptable of all the Shinsu controllers.

Sonic Shinsu

Scouts manipulate Shinsu in an indirect way to cause a powerful technique called a Sonic Dash. By making the Shinsu ahead of them less dense while increasing the density of Shinsu behind them, Scouts propel themselves forwards in an incredibly fast speed, potentially causing a sonic boom if they hit s creature with their weapon afterwards. As such, Scouts are best when they have an open place to Dash about in, where they can use their Sonic Dash to its full extent.

Scouts are also highly skilled individuals who disable traps and other dangers ahead of the party vectors the stumbling Fishermen or Wave Controllers set them off. Using their Observers and other specialized skills, they help the party progress through the layers of the Tower and help them be prepared for later conflicts.

Versatile and Independent

Scouts are the most common class selected in the Tower, and are among the few that can fight independently on the Tower. These fighters chosen based on their reaction speed and ability to switch up their strategy in combat, and often are individually personalities who dislike standing still.

Scouts and their impatient movement often clashes with the patient and logical strategies of the Light Bearer, granting a bit of inherent rivalry between the two.

Creating a Scout

When creating your Scout, think of their personality and their relationship to the rest of the party. Do they dislike being with one group for long, or do they loyally fight with a dedicated group of adventurers? Are they naturally able to control Shinsu slipstreams or was that talent trained over years of rigorous training?

Quick Build

You can make a scout quickly by following these suggestions. First, make Dexterity your highest ability score, followed by your Wisdom or Constitution. Second, choose the Urchin or Urban Bounty Hunter background.

The Scout
Level Proficiency Bonus Features Maximum Sonic Dash Damage Scout's Movement
1st +2 Sonic Dash, Pocket Observer, Expertise 1d8 (15 ft)
2nd +2 Scout’s Movement, Sonic Shift 1d8 (15 ft) +15 ft
3rd +2 Mentor 2d8 (20 ft) +15 ft
4th +2 Ability Score Improvement 2d8 (20 ft) +15 ft
5th +3 Defensive Speed 3d8 (25 ft) +25 ft
6th +3 Expertise 3d8 (25 ft) +25 ft
7th +3 Prepared Evasion 4d8 (30 ft) +25 ft
8th +3 Ability Score Improvement 4d8 (30 ft) +25 ft
9th +2 Mentor Feature 5d8 (35 ft) +25 ft
10th +2 Ability Score Improvement, Shift Improvement 5d8 (35 ft) +25 ft
11th +2 Skilled Foresight 6d8 (40 ft) +35 ft
12th +2 Ability Score Improvement 6d8 (40 ft) +35 ft
13th +2 Mentor Feature 7d8 (45 ft) +35 ft
14th +2 Step of the Air 7d8 (45 ft) +35 ft
15th +2 Skilled Foresight Improvement 8d8 (50 ft) +35 ft
16th +2 Ability Score Improvement 8d8 (50 ft) +45 ft
17th +2 Mentor Feature 9d8 (55 ft) +45 ft
18th +2 Step of the Stars, Shift Improvement 9d8 (55 ft) +45 ft
19th +2 Ability Score Improvement 10d8 (60 ft) +45 ft
20th +2 Adrenaline Pulse 10d8 (60 ft) +45 ft

Class Features

As a Scout, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per scout level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scout level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortswords, needles, hand crossbows, rapiers
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose any 3 skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a needle or (b) a rapier
  • (a) a hand crossbow and 20 bolts or (b) a shortsword
  • (a) a dungeoneer's pack or (b) a burglar's pack
  • (a) Leather armor, a dagger, and thieves' tools.

Sonic Dash

Your training as a scout has allowed you to convert your movement into thunderous damage. When you move at least 15 feet towards an enemy on your turn, your next melee weapon attack on that turn is empowered with thunderous energy. This attack deals an additional 1d8 thunder damage on a hit. You may only deal this damage once per turn. You do not gain this benefit if you are not using a weapon you are proficient in or if you moved across difficult terrain.

When you deal any thunder damage with this attack, you may choose for it to resound loudly for 300 feet, but may magically suppress this noise if you so choose.

At higher levels, this attack deals more thunder damage, but requires more direct movement towards the target, as shown on the Maximum Sonic Dash Damage column on the Scout table. To gain each successive damage increment, you must move 5 feet past 15. For example, at third level, you may either move 20 feet towards an enemy to deal an additional 1d8 thunder damage, or you may move 25 feet towards an enemy to deal 2d8 thunder damage.

Pocket Observer

When you declare your class as a Scout, the Tower grants you access to a special pocket called an Observer. Unlike other pockets, Observers do not store items, but rather they allow the Scout to inspect an area ahead and gather visual data before rushing in. As a bonus action, a Scout can summon or dismiss their observer, which is a small sphere that blends in with the background and can fly at a speed of 30 feet.

The Scout can move their Observer as a bonus action, and it uses the Scout’s bonus for any ability check it might make. As an Action, a Scout can look through an Observer’s eyes and see out for 30 feet as if they were in the Observer’s space, after which it becomes too blurry to see anything.

The Observer has an Armor Class of 10 + your Proficiency Bonus and it has hit points equal to your Scout level. If it is reduced to 0 hit points, if you move more than 300 feet away from it while it is summoned, or if you die, the Observer is destroyed. An observer reforms and fully healed after completing a long rest. An observer cannot be called on the Ethereal plane or within an extra-dimensional space, such as a bag of holding or a portable hole.

As you gain movement speed from your Scout’s Movement ability, your Observer’s flying speed also increases by that amount.

Expertise

You may choose two skill proficiencies you have. You double your Proficiency Bonus whenever you use a check that uses these skills.

At 6th level, you may choose an additional two skill proficiencies to benefit from expertise.

Scout's Movement

At 2nd level, you may move much swifter to accommodate your sonic power. While you are not in difficult terrain, not wearing medium or heavy armor, grappled, or otherwise significantly impeded (such as having to use extra movement per foot of movement speed while climbing, prone, or swimming), your movement speed increases by 15 feet.

At higher levels, this movement increase improves. At 5th level, it increases to 25 feet, at 11th level, it increases to 35 feet, and at 16th level, it increases to 45 feet.

Sonic Shift

Also at 2nd level, when you deal Sonic Dash damage to an enemy with an attack, you may choose to teleport away from them to an unoccupied space on the ground you can see within 10 feet of the creature you dealt the Sonic Dash damage to.

At 10th level, you can Shift up to 15 feet when you use this ability. At 18th level, you can Shift up to 20 feet.

Mentor

At 3rd level, you begin to practice some specific techniques of a way of scouting, called your Scout Mentor. Choose one Mentor of your choice from: the Acrobat, the Skulker, and the Saboteur. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Defensive Movement

Beginning at 5th level, you can begin to deflect attacks that target you. When you are targeted by an attack from a creature you can see, you may use your reaction to impose disadvantage on the attack. If they miss their attack, you may then immediately move up to half your movement speed away from them in a direct line. This movement does not provoke attacks of opportunity.

You may not use this ability while grappled, while you are in difficult terrain, or against a creature with the Sentinel feat.

Prepared Resistance

At 7th level, you may focus Ki to prepare yourself to dodge a specific form of danger. When you complete a short or long rest, you may choose a single Saving Throw. You gain proficiency in this Saving Throw if you did not already have it, and when you fail this Saving Throw, you may use your reaction to double your proficiency bonus for it for that roll only, potentially changing the results.

Once you double your proficiency with this ability once, you must wait until you complete a short or long rest before you can do so again.

Skilled Foresight

At 11th level, you may begin to focus on Shinsu to change the future results of your actions. Whenever you complete a long rest, you may roll three d20s and record them. Whenever you fail an ability check that you are proficient in, you may choose to use one of the d20s to gain the score rolled on the long rest or to grant advantage to the roll.

You may reroll these d20s and thus regain this ability’s expended uses after completing a long rest.

Step of the Air

At level 14, whenever you move in a straight line on your turn, you may choose to fly. You stop flying and fall if you change direction while in the air, if you stop, or if you take damage while moving.

Step of the Stars

At 18th level, whenever you begin to move, you may choose to use a bonus action to become partially ethereal, with a starry sheen around you. You have resistance to all damage while this sheen exists around you, which ends at the end of your next turn. You may move through non-magical difficult terrain, liquids, and other creatures with no difficulty, and you do not draw attacks of opportunity from other creatures while in this state.

You may use this ability twice, regaining both uses when you complete a long rest.

Adrenaline Pulse

Beginning at level 20, whenever you roll initiative for the first time in a combat, your movement speed is doubled for that turn only, and you have advantage on all attack rolls made during that turn.

Mentors

Every Scout is paired with another for training and safety, as going ahead of the floor parties and out of the Lighthouse’s protection can be dangerous alone. These pairings, known as Mentor pairs, often decide the style of Scout they take on, even if they later become separated. Eventually, these different styles became distinct schools of combat, and even those Scouts who never had Mentor pairs can hearken back to these basic archetypes.

The Acrobat

The archetypal Acrobat fights face to face with the fishermen, spear bearers and even wave controllers. While not as strong as their counterparts, they make up for it with distinct acrobatic maneuvers that grant them and their allies an edge in combat.

Reliable Acrobatics

When you choose this Mentor archetype at level 3, you become very adept at acrobatic endeavors. Whenever you make an Acrobatics check, you may treat any roll on the dice that is 7 or lower as an 8.

Acrobatic Combat

Additionally at level 3, you can flip around your foe to strike at their weak spot. When you move at least 15 feet straight towards an enemy and make an attack that would deal Sonic Dash damage on a hit, you may use your bonus action to try to leap around your foe and strike at an exposed spot.

Your foe must succeed on a Wisdom (Perception) check against your Dexterity (Acrobatics) check, or you gain advantage on the next attack you make against it. Regardless of whether you succeeded in this ability or not, you may choose to land in any adjacent space to the creature when you end your attack.

Instructional Tumbler

Beginning at level 9, you have become adept at mentally communicating your acrobatic prowess to your allies. When a creature within 30 feet of you who you can see and who is not shielded from telepathic communication fails an Acrobatics check or a Dexterity saving throw, you may use your reaction to cause them to roll again and take either roll.

Distraction

Beginning at level 13, you may cause distractions to help your allies strike s creature you attack. When you successfully use your Acrobatic Combat on a creature, the first attack to target the same creature before the beginning of your next turn also gains advantage. You do not need to hit with your first attack to grant advantage to the second attack.

The Skulker

These Scouts are at home in the darkness and shadows of the unlit floors, striking quickly and silently at those who stray to far from their Lighthouse. They use a combination of shadow magic and swift movements to ensure their victory.

Shadow Affinity

Beginning when you choose this Mentor archetype at level 3, you can step through shadows with inhuman swiftness. While in dim light or darkness, you may take a bonus action to either use the Hide or Dash actions, or to make either one Perception (Wisdom) or Investigation (Intelligence) check.

Eyes of Darkness

Also at level 3, you gain darkvision out to 60 feet, or 30 more feet if you already had it.

When you sneak in a straight line towards an enemy, you can move your regular movement speed. If you use your Sonic Dash against a surprised enemy, you may reroll a number damage dice equal to your Dexterity modifier and use either total. If the enemy is in darkness and you have advantage on the attack, the enemy does not need to be surprised.

Whispers of the Eyeless

At level 9, you can telepathically communicate to any creature you can see within darkness. You may also send images, emotions, and sound through this communication that only that creature can see as a bonus action, which fade at the end of your turn.

Ghost Walk

At level 13, while in darkness, you may spend any number of movement to teleport to an equal number of feet, granted the other location you can see is also in darkness. You may only teleport in this way once per turn, and you still incur attacks of opportunity from it.

The Saboteur

This small sect of Scouts are focused on slaying support units on the battlefield, particularly Light Bearers, developing special skills to foil beneficial spells and even redirect them towards their own allies.

Interrupter

When you choose this Mentor archetype at 3rd level, you begin to learn how to interrupt spellcasting abilities. Whenever a creature you can see casts a spell, you may use your reaction to mark them. Until the end of your next turn, you can roll your maximum amount of Sonic Dash dice whenever you deal Sonic Dash damage to them.

Lingering Strike

Additionally at level 3, when you deal damage to a creature, you may use a bonus action to set aside any number of damage dice to leave a lingering mark in their body. Until the beginning of your next turn, whenever that creature tries to cast any spell, the mark bursts out and deals Force damage equal to the die rolled. The creature then must succeed on a Concentration check against that damage. On a failure, regardless of whether the spell was concentration or not, they lose the spell slot and the spell fails.

You may use this ability a number of times equal to your Intelligence modifier, regaining all expended uses after completing a short or long rest.

Transfer Boon

Beginning at 9th level, whenever you see a creature cast a beneficial spell on one of their allies within 60 feet of you, you may use your reaction to make a contested Intelligence (Arcana) roll against their Intelligence (Arcana) roll. If you succeed, you may move the spell to one of your own allies within 60 feet of yourself. If the spell requires concentration, you must concentrate on it as if you had cast the spell.

Breaker

Beginning at 13th level, you can choose to create a powerful break in any magical character’s casting capabilities. If a creature breaks their Concentration to damage you have caused, they cannot cast spells of the same type as they just lost Concentration on, apart from cantrips, until the end of their next turn.

Changelog

1.0 Class Release!
1.1 Added Sonic Shift and adjusted many class features.

The Spear Bearer

A tall lizardfolk raises a bone javelin, focusing on the giant far ahead of him. Twisting, chaotic Shinsu wraps around his weapon as he launches it further than javelin should travel, exploding in dark energy when it hits. To the giant’s confusion, the lizardfolk appears on its leg, clutching the spear and ready to stab out again.

A woman narrowly dodges the Gnoll’s arrow as she knocks her own back into her longbow and fires it at the wall beside the war band. A golden portal opens up and thousands of Ethereal Spears explode from it, skewering a half dozen gnolls.

A stout halfling holds up his jagged lance as he charges towards the bandit camp, the armored wolf who serves as his mount growling as they leap towards the terrified highwaymen.

Masters of chaotic Shinsu and thrown weapons, Spear Bearers fulfill dozens of roles in Tower combat. Able to launch their spears with staggering power, these stalwart warriors can infuse their spears with spells and Infusion magic to produce variable effects.

Malleable Shinsu

The spear bearer manipulates an inherent form of Shinsu called Infusion, which can manifest in many ways around their tribe weapons and spells. Their magic is a primal and natural thing, with some even relating to elder guardians and elementals. As such, they can twist their spells and Infusion and create chaotic effects.

Their training also results in a martial prowess that makes spear beaters frontline combatants as well as long ranged hunters. As such, the balance of martial and magical skill makes spear bearers invaluable members of each Tower party.

Wild Hunters

Spear bearers are chaotic more often than not, with some relation to sorcerous creatures, as they have a similar form of chaotic magic inside them. They often jive at lawful commands, and lack the discipline of the Fisherman or Light Bearer. However, they are the most naturally capable Shinsu wielders apart from the Wave Controllers, and often make steadfast allies with them.

Spear bearers are loyal to a fault, finding value in teamwork and using their skills to protect their friends. More than any, the act as a defensive class in a Tower party, protecting the fragile Light Bearer or Wave Controllers. Though they can be stubborn or unpredictable, spear bearers are stalwart allies and friends.

Creating a Spear Bearer

When creating a spear bearer, you must think of your connection to nature and primal Shinsu. Are you descended from an elder guardian or elemental? Or perhaps are you a traditional spear Hunter from the fringes of society, who learned that they could use this internal reserve of power to take down large prey.

The Spear Bearer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Infusion Points Infusions Known
1st +2 Pocket Quiver, Powerful Throw
2nd +2 Fighting Style, Spellcasting, Launch Infusion 2 2 1 2
3rd +2 Spear Bearer Archetype 3 3 1 2
4th +2 Ability Score Improvement 3 3 2 2
5th +3 Extra Attack, Quiver Improvement 4 4 2 2 2
6th +3 Malleable Shinsu 4 4 2 3 3
7th +3 Archetype Feature 5 4 3 3 3
8th +3 Ability Score Improvement 5 4 3 4 3
9th +4 Soul Tether 6 4 3 2 4 3
10th +4 Archetype Feature 6 4 3 2 5 3
11th +4 Malleable Vision 7 4 3 3 5 4
12th +4 Ability Score Improvement 7 4 3 3 6 4
13th +5 ––– 8 4 3 3 1 6 4
14th +5 Powerful Throw Improvement 8 4 3 3 1 7 4
15th +5 Archetype Feature 9 4 3 3 2 7 4
16th +5 Ability Score Improvement 9 4 3 3 2 8 4
17th +6 ––– 10 4 3 3 3 1 8 4
18th +6 Planar Tether 10 4 3 3 3 1 9 5
19th +6 Ability Score Improvement 11 4 3 3 3 2 9 5
20th +6 Archetype Feature 11 4 3 3 3 2 10 5

Quick Build

You can make a Spear Bearer quickly by following these suggestions. First, Strength should be your highest ability score, followed by your Wisdom modifier. Next, choose the Soldier or Outlander background.

Class Features

As a Spear Bearer, you gain these following features.

Hit Points

Hit Points: 1d10 per Spear Bearer level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

modifier per Ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, halberds, pikes, and tridents.
Tools: None

Saving Throws: Strength, Wisdom

Skills: Choose three from Athletics, Acrobatics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a spear and shield or (b) a pike
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • 10 javelins.

Powerful Throw

By reinforcing your attacks with Shinsu Control and general increased strength, you can launch a thrown weapon at over much further range. Any time you attack with a Thrown Weapon, your first range increment is increased by 5 feet x your Spear Bearer level, and your second range increment is increased by 10 feet x your Spear Bearer level.

Additionally, when you throw a weapon at an enemy who is within your first range increment and who has one of your allies within 5 feet of them, you gain advantage on your attack roll.

Beginning at 14th level, you no longer have disadvantage within your second range increment if the target your attack has one of your allies within 5 feet of them, and you always gain advantage whenever your target is within your first increment.

Pocket Quiver

When you are determined a Spear Bearer, the floor administrator grants you a special Pocket Quiver, which you can use to store ammunition and polearms or other thrown weapons. There are as many slots in your Armory as equals your Wisdom modifier + half your Spear Bearer level (rounded down). Each slot is a cylindrical tube that can hold either a single polearm that is no longer than 10 feet long, up to three javelins, or 20 pieces of ammunition. Each slot holds a maximum weight of 10 lbs.

You can summon your Quiver as a bonus action on your turn, and draw a single slot's worth of items during that bonus action. Dismissing your armory is a free action. You can summon your Quiver in any plane except the Ethereal or Border Ethereal plane.

Beginning at level 5, any weapon drawn from the Quiver is considered magical for the purposes of overcoming damage reduction or immunity. This property is lost as soon as 1 minute passes or once it hits an enemy, becoming mundane once again.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Archery

You gain a +2 bonus to attack rolls you make with ranged or thrown weapons.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Wave Warrior

You learn two Wave Controller cantrips of your choice, which count as Spear Bearer spells for you. Wisdom is your spellcasting ability modifier for these cantrips.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Spellcasting

By the time you reach 2nd level, you have learned to use the inherent power of Shinsu around you to manipulate spell-like effects. See chapter 10 for the general rules of spellcasting and the end of this document for the Spear Bearer spell list.

Spell Slots

The Spear Bearer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st-level or Higher

You know two 1st-level spells of your choice from the Spear Bearer spell list.

The Spells Known column of the Spear Bearer table shows when you learn more Spear Bearer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Spear Bearer spells you know and replace it with another spell from the Spera Bearer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Spear Bearer spells, since your magic draws on your attunement to Shinsu and natural power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Spear Bearer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Launch Infusion

Beginning at 2nd level, you gain a pool of Infusion Points which you can use to infuse your thrown weapon attacks with Shinsu once per turn, increasing their power or providing extra effects to your attack. You have a number of Infusion points equal to half your level, rounded down, as shown on the Infusion Points column of the Spear Bearer table. You regain all expended uses after completing a long rest.

You learn two infusions of your choice when you gain this feature, and one more at levels 6, 11, and 18. You cannot use two infusions in a single turn unless it specifically says so in the infusion description. You must declare your infusion attack before you make the attack roll, and the usage is still spent even if your attack misses. All infusions are listed at the end of the class description. Whenever you gain a level in this class, you may replace one Launch Infusion you know with another that you can use.

Spear Bearer Archetype

At 3rd level, you choose your archetypal combat style to follow: Lance, Sniper, or Phalanx, all detailed at the end of the class description. Your choice grants you extra features at levels 7, 10, 15, and 20.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Malleable Shinsu

At level 6, you can change the form of Shinsu from your infused Shinsu to your magical spellpower. As a bonus action, you may expend a spear bearer spell slot to recover expended Infusion Points equal to the level of the expended slot.

Alternatively, you can expend Infusion Points to recover expended spear bearer spell slots, as shown on the Creating Spell Slots table below. You cannot create a spell slot of level 4 or higher in this way. You cannot create a spell slot of a higher level than you can cast in this way.

Creating Spell Slots
Spell Slot Level Infusion Point Cost
1st 2
2nd 3
3rd 5

Soul Tether

At level 9, you can use a bonus action create an invisible tether that attaches a single thrown weapon of your choice to you. When you make an attack with this weapon, it flies back to your free hand at the end of your turn, granted you are still conscious. If you attach your soul tether to a new weapon, any previous tether disappears.

Additionally, whenever you kill a creature with a weapon that is attached to your soul tether, you siphon some of its natural Shinsu and regain 1 expended Infusion Point.

Malleable Vision

At level 11, you can use a bonus action and expend a certain amount of Infusion Points to imbue your vision with certain special functions for the next minute, as determined below. No matter how many Infusion Points you use, you also gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight for the next minute.

Visual Adjustment
Points Used Visual Adjustment
1 You gain darkvision out to 60 feet, or an additional 30 feet of darkvision if you already had it.
2 You gain darkvision out to 120 feet, or an additional 60 feet of darkvision if you already had it.
3 You gain truesight out to 30 feet, or an additional 15 feet of truesight if you already had it.
4 You gain truesight out to 60 feet, or an additional 30 feet of truesight if you already had it. Also, while you have Truesight in this way, you can use an Action to see through any invisible sensor you can see, such as one caused by the scrying spell, to see the caster on the other side and their immediate surroundings.

Planar Tether

At level 18, whenever a creature within your first range increment teleports or moves through a portal to another plane, you may use your reaction to make a single attack with a thrown weapon with your Soul Tether attached to it.

On a hit, you can expend 4 infusion points to attempt to wedge open the rift in space or time with your tether. When you do so, you cast the gate spell without expending a spell slot or using any material components on the place where the creature teleported which connects to the place where the creature teleported. You cannot name a creature to summon them when you cast gate in this way, and gate cast in this way can target the same plane of existence you are currently on.

Once you use this feature, you cannot use it again until you complete a long rest.

Spear Bearer Archetypes

Being a Spear Bearer means having the means to assist and protect your allies in the tower, each style falling under three broad categories- the Lance, the Sniper, or the Phalanx.

Lance

Those of the lance are known to be wise and stalwart individuals, taken to the ideals of mounted combat and companionship. Using a combination of natural strength to manipulate the animals around them, and martial knowledge and training, Lance Bearers continue to be a feared by even the most powerful of Regulars.

Bonus Proficiencies

At 3rd level, you gain proficiency in nets, lances, whips, and glaives.

Lancer's Mount

At 3rd level, choose a beast with a CR of 1/2 or lower. This beast should be large enough to serve as a mount, or, if it is not, is magically grown to a size where it can.

While you are on a mount, you can still summon your Quiver and cast spells as usual. Your mount's speed is always at least 30 feet while you are mounted, regardless of its original speed or any other penalties. Moving with your mount is a free action, but causing it to use the Dash, Hide, Disengage, or Help actions are all actions on your turn. Your mount progresses in hit points along with you, gaining 1d6 (or 4) + its Constitution modifier hit points for each of your Spear Bearer levels. If its usual hit dice are larger than a d6, it uses that instead. You can purchase barding armor for your mount even if it is not a Warhorse. Whenever you gain an Ability Score Improvement feature, you may also increase one of your mount's ability scores by 2 or two ability scores by 1.

If your mount dies, you can conjure the same one back into this world by spending 1 hour in a magical ritual.

Arcane Lancer

At 3rd level, while you are mounted on your Lancer's Mount, you ignore Somatic requirements for spear bearer spells you cast.

Swiftness of Movement

At 7th level, while you are mounted, you may use a bonus action for your mount to Dash, Disengage, or Hide.

Additionally, any attacks of opportunity made against your mount while you are mounted are at disadvantage.

Trample

At 10th level, you can cause your Mount to trample enemies in front of it. After moving in a straight line for at least 20 feet towards a target, you may use a bonus action to cause your mount to make a melee attack with your mount's Strength + your proficiency. This attack deals 2d6 + your mount's Strength damage on a hit, and any enemy hit must make a Dexterity saving throw versus your Spell Save DC or be knocked prone. Enemies knocked prone by this effect cannot take attacks of opportunity against you this turn.

After using this ability, you must complete a short or long rest before you can use it again.

Master of Movement

At 15th level, you are no longer impeded by difficult terrain while mounted.

Additionally, when your mount makes a running long jump, the distance is increased by a number of feet equal to your Spear Bearer level.

Mounted Archon

At 20th level, you can use an action to bolster your Mount and yourself. Tapping into a magical source of pure, natural Shinsu between both of you, your own and your mount's form change for 1 minute to a shining golden color.

While you are transformed, you and your mount gains the following benefits:

  • You and your mount have double movement speed.
  • Whenever you make an Attack action against an enemy, you can use a Trample attack as a bonus action.
  • Any Beasts within 60 feet of you must make a Wisdom saving throw versus your spell save DC or become charmed by you until your transformation ends.

Once you use this feature, you must take a long rest before you can use it again.

Sniper

Those who take the path of the Sniper are known for their eagle-like eyesight, and true aim. They can launch attacks from far away at incredible accuracy, assisting thier allies before they can even be seen by the enemies.

Bonus Proficiencies

At 3rd level, you gain proficiency in shortbows, longbows, light crossbows, heavy crossbows, and hand crossbows.

Sharpshooting Expert

At 3rd level, you may use any of your Launch Infusions with your ranged weapon attacks that you make with a ranged weapon that you are are proficient with.

Additionally, when you make an attack with a ranged weapon that you are proficient against an enemy who is within your first range increment and who has one of your allies within 5 feet of them, you gain advantage on your attack roll.

Beginning at 14th level, you no longer have disadvantage within your second range increment if the target of your attack has one of your allies within 5 feet of them, and you always gain advantage whenever your target is within your first increment.

Sniper's Mark

At 3rd level, you can use an action to mark a target you can see for your next attack. That target must succeed on an Intelligence saving throw or betray their movements and defenses to you until the end of your next turn.

When you make an ranged or thrown weapon attack against your marked target and you have advantage on the attack roll, you can choose to expend 1 Infusion Point for the attack to be a critical hit if you do hit. Once you critically hit a target, you break your mark and cannot deal this critical damage to them again until you mark them again.

Vantage Point

At 7th level, you have become adept at finding good places to lay low and find your mark. Climbing walls requires no extra movement, and you have advantage on any Athletics or Acrobatics checks related to climbing objects.

Additionally, while you are hidden from an enemy, your range on any spell you cast which only targets that enemy is doubled.

Marked for Death

At 10th level, while you have an enemy marked, you can magically see them through 10 feet of stone, 30 feet of wood, 100 feet of sand, 1 inch of lead, or 50 feet of water, and you can see them through 2 miles of darkness. You cannot otherwise see through magical darkness except to see your marked enemy with this ability.

Caution

At 15th level, you gain a sense for everything around you. You gain blindsight out to 10 feet and darkvision out to 60 feet, or your darkvision increases by 30 feet if you already had it.

Additionally, whenever you are subjected to a Dexterity saving throw, you can use your reaction and 1 Infusion Point to cause your roll to be equal to your Spear Bearer level + your Dexterity saving throw bonus.

Reaper's Mark

At 20th level, when you mark an enemy, you can use a bonus action on the same turn to turn it into a special mark on that enemy. While this mark is in effect, the following effects apply:

  • You can attack that enemy no matter how far away they are from you, so long as you can see them. This attack is always made at advantage.
  • Whenever you deal damage to this enemy, you ignore any resistances or immunities it may have.
  • Any saving throws the target makes while Marked are at disadvantage.

Once you use this feature, you must wait until you have finished a long rest until you can use it again.

Phalanx

Those of the Phalanx are more akin to Fishermen or Scouts rather than most Spear Bearers. Phalanx fighters use spear and shield in tandem, fighting alongside every one of their team to make sure they are protected. They also manipulate a unique Vortex force of Shinsu, forcing enemies to become warped and teleporting between allies.

Bonus Proficiencies

At 3rd level, you gain proficiency in heavy armor.

Warp Throw

At 3rd level, when you hit a creature with a thrown weapon attack, you may use a bonus action to teleport to an adjacent space to that creature, clutching the weapon. You must hit the enemy in order to do this. You do not provoke attacks of opportunities from this movement.

You cannot use this ability if there is no unoccupied, adjacent space to teleport to.

Protective Reactions

At 7th level, when an ally within 5 feet of you takes damage, you may use your reaction to make a thrown or melee weapon attack against the creature which caused the damage to your ally.

Warp Replacement

At 10th level, when you use your Warp Throw ability on a creature who is standing within 5 feet of an ally, you can choose to switch places with your ally and appear in their space. Your ally must be willing for this ability to work. They do not provoke attacks of opportunity from this teleportation.

Shielded Escape

At 15th level, while a creature is within your melee weapon attack range, they have disadvantage on any attacks of opportunity against creatures that are not yourself.

Vortex Warrior

At 20th level, you engulf your weapon with warp power. When you make a successful attack on two enemies with thrown weapons in one Attack action, you can use a bonus action to force them to switch places. They both must make a Dexterity saving throw against your spell save DC or teleport to each other's in spaces. If one creature succeeds but the other does not, the failed creature appears in a space adjacent to successful one.

Infusions

Infusions are listed in alphabetical order.

Empowered Strike

You bolster your attack with raw Shinsu. When you take the Attack action, you can declare an Empowered Strike and expend any number of Infusion Points. On the first attack you hit with during that Attack action, you deal an additional 2d6 force damage, plus an additional 1d6 of force damage for every additional Infusion Point expended past first.

Piercing Launch

When you make a thrown weapon attack, you can reinforce your attack with Shinsu and expend 1 Infusion Point to make it pierce through your first target to hit another. After you attack the first target with a thrown weapon attack, you may make another attack at disadvantage to at another target.

The second target must be in a straight line behind the original target and must be within your second range increment for your thrown weapon. You may still make the attack against the second target even if your attack misses the first one.

Pushing Launch

When you take the Attack action, you can declare a Pushing Launch and expend any number of Infusion Points. On the first attack you hit with during that Attack action, that attack becomes reinforced a wall of expanding Shinsu. The enemy must make a Strength saving throw versus your Spell Save DC or be pushed 10 feet away from the point of impact, plus an additional 5 feet per Infusion Point expended past 1. On a successful save, they are only pushed 5 feet away.

Precise Launch

When you take the Attack action, you can declare an Precise Launch and expend 1 Infusion Point. During this Attack action, you may add your Wisdom modifier to all thrown weapon attack rolls.

Additionally, on the first thrown weapon attack you hit with during that Attack action, you may add your Wisdom modifier to its damage roll.

Malleable Strikes

As a bonus action on your turn, you can expend 1 or 2 Infusion points to change the damage type of all your thrown weapon attacks until the beginning of your next turn.

Your thrown weapon attacks all change their damage type from its original type to your choice of acid, cold, fire, lightning, or thunder for the duration. If you expend 2 Infusion Points, you may choose for the attack to deal radiant, necrotic, psychic, or force damage instead. Attacks made with this Infusion are considered magical.

Wounding Launch

When you take the Attack action, you can declare a Wounding Launch and expend any number of Infusion Points as barbed thorns and spikes appear around the weapon. On the first attack you hit with during that Attack action, the attack deals an additional 2d4 piercing damage, plus an additional 1d4 piercing damage per Infusion Point expended.

The enemy's maximum hit points are reduced by the amount of damage you dealt in this attack. This reduction lasts until they complete a short or long rest.

Knockdown

When you make a thrown weapon attack, you can expend 1 Infusion Point to apply a small, invisible orb of Shinsu to the end of your thrown weapon, which then bursts into a shockwave on impact. If you hit with the attack, the enemy must make a Strength saving throw against your Spell Save DC or be knocked prone.

Far Strikes

As a bonus action on your turn, you can expend 1 Infusion Point to cause a powerful, tailwind-like effect from your thrown weapon. Until the end of your next turn, your thrown weapon range doubles for both range increments.

Staggering Strike

When you make a thrown weapon attack, you can expend 1 Infusion Point to cause a small pulse of Shinsu energy to follow your attack, which then staggers the enemy's mind. On a hit, the target must succeed an Intelligence saving throw against your Spell Save DC or be stunned until the beginning of your next turn.

1st Level
  • Absorb Elements
  • Animal Friendship
  • Catapult
  • Chaos Bolt
  • Cure Wounds
  • Deadly Wellspring°
  • Earth Tremor
  • Healing Word
  • Hunter's Mark
  • Jump
  • Longstrider
  • Runic Counter°
  • Snare
  • Stone Roots°
  • Thunderwave
  • Way of White Corona°
2nd Level
  • Blink Bolt°
  • Crystal Hail°
  • Cordon of Arrows
  • Enlarge/Reduce
  • Find Traps
  • Magic Weapon
  • Mana Leech°
  • Merfolk's Blessing°
  • Misty Step
  • Sharpen Sight°
  • Summon Beast
3rd Level
  • Anais' Infravision°
  • Aura of Vitality
  • Blink
  • Conjure Barrage
  • Dispel Magic
  • Invisible Explosion°
  • Protection from Energy
  • Pursuer's Hazy Volition°
  • Rain of Lances°
  • Seraina's Chaotic Dweomer°
  • Soul Greatsword°
  • Wind Wall
4th Level
  • Aura of Life
  • Banishment
  • Create Chimera°
  • Dimension Door
  • Freedom of Movement
  • Locate Creature
  • Moonlight Arrows°
  • Otiluke's Resilient Sphere
5th Level
  • Conjure Volley
  • Circle of Power
  • Far Step
  • Telekinesis
  • Wall of Stone

Changelog

1.0 Class Release!
1.1 Adjusted and fixed feature descriptions, added Malleable Shinsu and Malleable Vision features, and adjusted for Finn's Tome of Lost Heroes.
1.2 Adjusted spell list and fixed spelling and balance issues

The Wave

Controller

A human girl walks forwards from a crowd of
adventurers, fire wreathed around her form, the
symbol of a great family embroidered on her robes. With a flick of her hand, the goblin horde is caught in an unending firestorm, turned swiftly into ash.

An elven fighter walks into the gladiator pits, seeing the brash champion at work. As thier fight continues, it becomes clear that he isn't what the champion had expected- hundreds of fighting styles blended into one, before, all of a sudden, it feels like time is reversed, and the champion is thrown clean across the arena.

A dragonborn in deep purple robes strides up to the corpse of his fallen enemy, extracting the essence from it, absorbing its wayward soul. And then he walks up to another, and another, slowly devouring the entirety of the army he felled.

What these adventurers have in common is their ability to manipulate waves of Shinsu, a natural force which permeates some parts of the world and rests in some people. The strength of a Wave Controller comes from thier ability to gain raw power and form it into streaking, simple blasts of energy, eventually focusing thier techniques even further until they become close to the Gods themselves.

Baang, Myun, and Soo

The power of a Wave Controller comes from their manifestation of Shinsu. More difficult to control than average Ki and denser than the Weave, Shinsu can only be manifested in basic units of power called Baang. For Wave Controllers, talented novice might be able to control 2 or 3 Baang, but the strongest warriors of the Tower, known as Rankers, are known to be able to manifest 30-50 simultaneous Baang. However, despite how many Baang you manifest, it makes no difference if there is no Myun or Soo.

Myun is most easily described as the width or shape of the Baang, while Soo is the density of Shinsu inside the core of a Baang. Wave Controllers cast spells and perform special techniques by manipulating a combination of Baang, Myun, and Soo.

Despite the simplicity of Shinsu manipulation, the effects can be very drastic. The most primal form is pure power in vibration and Myun, becoming Fire and Lightning, while newer techniques dip into the realms of Martial Arts and even Undeath. As to how far a Wave Controller can go with thier strength, that is entirely dependent on thier resolve...

Harsh Training or a Contract

Some people have an inherent talent for Shinsu manipulation, such as those from the 10 Families, while others have to struggle to manifest a single Baang. However, it doesn't make much difference for a Wave Controller, because at some point you will have to seek training to refine your raw power.

There are two ways to become a formal Wave Controller. The first is to have another Controller train you. This can be difficult and life-threatening, as the process of training to control Shinsu is extensive and dangerous, yet many undergo it regardless.

The second way to become a Wave Controller is to make a Contract with an Administrator, supernaturally powerful beings that choose to speak only with those of incredible potential. They will often teach you how to control Shinsu simply so that you can inhibit your natural, explosive energy. Administrators also have multiple other jobs and can bestow several other boons to help facilitate saftey and fair play amongst the Tower players.

The Wave Controller
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Shinsu Manifestations
1st +2 Pact Magic, Baang Shape 2 2 1 1st
2nd +2 Shinsu Manifestations 2 3 2 1st 2
3rd +2 Aspect Increase 2 4 2 2nd 2
4th +2 Ability Score Increase 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Style Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Style Feature 4 10 2 5th 5
11th +4 Signature Baang (6th) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Signature Myun (7th) 4 12 3 5th 6
14th +5 Style Feature 4 12 3 5th 6
15th +5 Signature Soo (8th) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Technique Mastery (9th) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Style Feature 4 15 4 5th 8
20th +6 Infinite Baang 4 15 4 5th 8

Creating a Wave Controller

The most important question for creating a Wave Controller is asking how they began to learn Shinsu Manipulation. Did they find they had an aptitude for it, then pursued it in study? Did they make a deal with an administator of the Tower to gain power? Did they walk through a pool of Shinsu and realize they could see the way it flows?

Quick Build

You can make a Wave Controller quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either your Dexterity or Constitution. Secondly, choose the sage or hermit background. Thirdly, choose the Shinsu Cannon and Shinsu Crush cantrips, along with the 1st-level spells Aura of Hellfire and Magic Missile.

Class Features

As a Wave Controller, you have the following class features.

Hit Points


  • Hit Die: 1d8 per Wave Controller level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution Modifier

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose 2 from Acrobatics, Insight, Religion, Arcana, Persuasion, Intimidation, and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • (a) a shortsword or (b) any simple weapon.
  • (a) a light crossbow and 20 bolts or (b) 3 daggers.
  • (a) a dungeoneer's pack or (b) an explorer's pack.
  • an Arcane Focus and leather armor.

Pact Magic

As a Wave Controller, your magical strength comes from the raw manipulation of Shinsu into forms called Baang. Each Baang has two aspects- Myun, its width, and Soo, its density at its core. By adjusting these, you can change your Baangs to have different effects. However, you are limited in how many Baangs you can control, being that beginners can scarcely hold 2 baang. This is reflected by your Spell Slots.

Cantrips

At 1st-level, you know two cantrips of your choice from the Wave Controller spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Wave Controller table.

Spell Slots

Since your spell slots are determined by your control of Baang, you only have a number of spell slots determined by the Spell Slots column of the Wave Controller table. You cast any spell at the level determined by your level, in the Spell Slot Level column of the Wave Controller table.

Spells Known at 1st-level and Higher

You know a number of spells determined by your level, in the Spells Known column of the Wave Controller table. You must have unlocked the spell slot level of the spell you intend to learn before you learn it. For instance, you can learn Burning Hands at first level, but you cannot learn Scorching Ray, since its spell level is higher than the level you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for your Wave Controller Spells, since the power of your Baang revolves around your force of will and personality to change the Shinsu around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for a Wave Controller spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your spells. Wands and rods are the most common foci for Wave Controllers.

Baang Shape

Every Wave Controller tends towards a separate style of combat. Designed on being a wild card in a Tower party, the shape of your Baang largely determines your role in combat. This choice lets some controllers stay back and attack from afar, while it helps others fight in front with the Fishermen and act as forward Scouts, confronting enemies face-to-face.

Your shape choice grants you features at 1st level, as well as 6th, 10th, 14th, and 19th level.

Shinsu Manifestation

At level 2, you can manipulate the tides of Shinsu in 2 unique ways, known as manifestations. Most manifestations don't require spell slots, but some require a specific Baang Style or Aspect Increase to use. You gain new manifestations at levels determined by the Shinsu Manifestations column of the Wave Controller table. Manifestations are detailed after the class features.

Additionally, when you gain a level in this class, you can choose one of the manifestations you know and replace it with another manifestation that you could learn at that level. A level prerequisite in a manifestation refers to wave controller level, not character level.

Aspect Increase

At level 3, You can choose from three Aspects to inherently increase as you focus your Shinsu- Baang, Myun, or Soo.

Baang Increase

Choosing to increase your Baang allows you to attack faster and more frequently. You can learn 2 cantrips from any spell list. If the cantrip is not normally a Wave Controller Spell, it is nonetheless considered a Wave Controller Spell when you use it.

Additionally, you can choose 1 1st-level spell from the Wave Controller spell list. You can cast that spell once at its lowest level without expending a spell slot. You must wait until your next long rest to use that aspect of this feature again.

Additionally, whenever you cast a Wave Controller spell using your action, you may also use a bonus action to cast a cantrip that requires 1 action. You may cast a cantrip in this way a number of times equal to your proficiency bonus, recovering all expended uses after a long rest.

Myun Increase

Choosing to increase your Myun allows you to change the area of which you manipulate your Baang. You have an Aura of Shinsu that extends to a 15-foot radius centered on you at all times, which is translucent and difficult to spot, requiring a Wisdom (Perception) check of a DC equal to your Spell Save DC to notice.

While you are conscious, any creature who enters into your Aura or begins their turn in your aura must succeed on a Constitution saving throw or or be hindered by the Aura of Shinsu for 1 minute or until they move out of its range. While hindered by your Aura of Shinsu, creatures cannot take reactions and, if they were flying, they slowly descend 30 feet at the beginning of their turn. An enemy can attempt the saving throw at the end of each of its turns, the effect ending for them until the end of their next turn.

You can allow any number of creatures you can see to be exempt from all effects of your Aura of Shinsu.

When a creature within your Aura of Shinsu succeeds on a save against a cantrip you cast that would deal damage on a success, they still take half damage.

You can use an action to suppress your Aura of Shinsu for 1 hour or until you lose concentration, as if concentrating on a spell. The aura is also suppressed for 1 hour if a Dispel Magic spell is cast on it.

Soo Increase

Choosing to increase your Soo allows you to concentrate your Shinsu into a specific spot and call astral allies with it. You gain a familiar as if you had called it with the Find Familiar spell, called a Shinsu Deepfish. This unique familiar can take an action called Suppress, staying stationary in one place and creating a suppressive field of Shinsu, blocking other spells from being cast. The specifics of the Suppress action are in its statblock at the end of the spell list. If your Deepfish is killed, you can spend 1 hour in a magical ritual to recall it.

Additionally, at the end of a long rest, you can choose to focus on one Wave Controller cantrip you know that deals damage. Until you change your choice of focused cantrip, you can add your Charisma modifier to damage dealt by that cantrip.

Signature Baang, Myun, and Soo and Technique Mastery

At 11th level, you gain the ability to manipulate Baang in a way that allows you to pass the barriers of it possesses. You choose one 6th-level spell from the Wave Controller table. You can cast it at 6th level once per long rest without expending a spell slot.

At higher levels, you gain more Wave Controller Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Signature spells and your Technique when you finish a Long Rest.

Infinite Baang

At 20th level, with the power of a Ranker of the Inner Tower, you can expend an extreme amount of power by manifesting up to 50 Baang at once. As your action and bonus action, you can instantly cast up to four cantrips or spells of 3rd level or lower in any combination which you know, without expending spell slots.

You suffer 1 point of exhaustion after this ability. Additionally, once you use this ability, you cannot use it again again until you complete a long rest.

Shinsu Manifestations

You change shinsu to meet different conditions. If a manifestation has prerequisites, you must meet them to learn it. You can learn the manifestation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Beam Cannon

When you cast a cantrip with a spell attack, it ignores half and three quarters cover and any armor class bonuses from abjuration spells, such as the shield or mage armor spells.

Karaka Style: Black Goral's Horn Whip

Prerequisite: 9th level

You can cast Grasping Vine once, using a Wave Controller spell slot. You must complete a long rest before you can use this ability again.

Karaka Style: Black Twilight

Prerequisite: 14th level

You can cast Forcecage once without using a spell slot, centered on yourself. You must complete a long rest before you can use this ability again.

Blue Oar

Using your bonus action to lift off, you levitate up to 15 feet off the ground on a blue disk. You have a movement speed of 30 feet while on Blue Oar. You always hover at least 1 foot off the ground and cannot float higher than 15 feet. Maintaining Blue Oar requires concentration, and can be maintained for a total of 1 hour, disappearing if you run out of time.

Time using Blue Oar in increments of 1 minute, rounding up, to a minimum of 1 minute per activation. You regain all expended time using this feature after completing a short or long rest.

Combustion

Prerequisite: Elementalist Shape

You learn the defensive benefits for using fire. After casting a spell of 1st level or higher that deals fire damage, enemies have disadvantage on melee weapon attacks against you until the beginning of your next turn.

They do not have disadvantage from this ability if they are immune to fire damage.

Crimson Flame

Prerequisite: Elementalist Shape and 9th level

When you deal damage with a cantrip or weapon attack, you may expend a Wave Controller spell slot to deal an additional 1d10 fire damage, plus 1d10 fire damage per level of spell slot expended past 1st.

Cross Full Moon Shadow

Prerequisite: Occultist Shape

You can cast Invisibility at will without expending a spell slot or requiring material components.

When you cast invisibility in this way, do so, you must sacrifice 1 hit die when you cast the spell and 1 more at the beginning of every turn you keep concentrating on it. If you cannot sacrifice a hit die, the spell fails and cannot be cast again until you recover at least 1 hit die.

Mascheny Style: Lightning Spear

Prerequisite: Elementalist Shape

You learn to create polearms of magical lightning to strike with and throw at enemies. As a bonus action on your turn, you can create a long spear of lightning energy in your hands for 1 minute or until you dismiss it as a free action. You choose for it to take the form of a spear, javelin or pike when you create it. It deals lightning damage instead of regular piercing damage and uses your Charisma modifier for attack and damage rolls. You are proficient with your lightning spear.

While holding your lightning spear, whenever you cast a spell that deals lightning damage as your action, you may move up to your movement speed in a straight line as a bonus action on that turn. This movement can still provokes attacks of opportunity as normal.

Fast Skip

Prerequisite: Martial Arts Shape and 5th level

You can cast Hold Person at will, only targeting a single creature within 5 feet of you. When a creature successfully makes their save against a Hold Person that was cast in this way, they become immune to this ability for the next 24 hours.

Fifth Shadow

Prerequisite: Occultist Shape

You gain advantage on Stealth checks while in dim light or darkness, and can cast Misty Step without expending a spell slot between areas of dim light or darkness.

You may cast Misty Step in this way a number of times equal to your Charisma modifier, regaining all expended uses after completing a long rest.

Incandescent Bomb

As an action, you cause a burst of light to explode from you. Any creature within 20 feet of you to make a Dexterity saving throw or be blinded for 1 minute. An effected creature can attempt the saving throw at the end of each of its turns, ending the effect for it on a success. A creature who does not rely on sight is not effected by this ability.

Once you use this ability, you must complete a short or long rest before you can use it again.

Karaka Style: Infinite Past Lives

Prerequisite: 15th level and World of Darkness

You learn to connect your soul to your World of Darkness. Before you can use this ability, you must first spend 8 hours of time to enchant a unique arcane focus using rare materials worth 10,000 gp. You may use this unique arcane focus as your arcane focus for Wave Contoller spells.

While you have this unique arcane focus on your person, you can spend 1 month and 5,000 gp worth of materials to designate single object you enchant that is no larger than a 5 foot cube as your Station of Darkness. You may create and maintain up to 5 distinct Stations of Darkness at a given time. If you die and you have your unique arcane focus on your body, you may use this ability to have your soul step into your World of Darkness, returning to your Station of Darkness in 1d12 rounds with 1 hit point and a newly formed body that is only holding your unique arcane focus.

Whenever you use this ability, roll a d100. On a 1-5, your mind is consumed and you emerge as a Lich under the DM's control, and your Phylactary is your unique arcane focus. If you roll 6-75, your station is destroyed and you must craft a new one using 5,000 gp as normal. If you roll 76-100, nothing happens.

World of Darkness

Prerequisite: Occultist Shape

You gain darkvision out to 120 feet.

You know the darkness spell, and can cast it once without expending a spell slot. You regain your ability to do so after you complete a short or long rest.

Baam Style: Maelstrom

Prerequisite: Martial Arts Shape

By using an action and a Wave Contoller spell slot, can make a melee weapon attack against all creatures within 10 feet of you, with a bonus to hit and damage equal to the level of the spell slot expended.

Phantom Sword

Prerequisite: Occultist Shape

Using an action, you can conjure a single, ethereal weapon in one hand. This blade can be any simple or martial melee weapon that lacks the heavy or two handed properties. Attacks made with this weapon are considered to be magical for the purposes of overcoming damage resistances and immunities, and can use your Charisma modifier instead of Strength or Dexterity for damage rolls.

If you reduce an enemy to 0 hit points using this weapon, you may use your bonus action to make another attack with it against a different target within range.

Rose Shower

Prerequisite: 5th level

When you cast a Wave Controller spell of 1st level or higher that has an area of effect and requires a saving throw, you may choose for slivers of red Shinsu with a similar appearance to rose petals to appear in the area and hinder creatures who are trying to resist your spell. These rose petals force a number of creatures of your choice in the area of effect up to your Charisma modifier to make the saving throw at disadvantage.

Once you use this ability, you must complete a long rest before you can use it again.

Flow Swordsman

Prerequiste: 5th level

Whenever you take the Attack action with a magically conjured weapon or with an unarmed strike, you may make one additional melee weapon attack as part of that Attack action.

Additionally, you may use your Charisma modifier for the attack rolls of your unarmed strikes or magically conjured weapons, if you could not already.

Ha Yura Style: Teleport

Prerequisite: 9th level

You can cast dimension door using a Wave Controller spell slot once. You must complete a short or long rest before you can use this ability again.

Slider

You can cast Expiditious Retreat on yourself at will without using a spell slot.

Disarming Attack

When you hit a creature with a melee weapon attack, you can use your bonus action to force the enemy to make a Strength saving throw or they drop one held object of your choice.

Guide

Prerequisite: 3rd level

Whenever you use your action to cast a Wave Controller spell of 1st Level or higher, you may also cast one of the following spells as a bonus action, without expending a spell slot nor requiring material components: Augury, Find Traps, or Wall Sight.

When you cast Wall Sight in this way, only you, creatures with truesight, and anyone else with the Guide specialization can see its effects.

Shinsu Echoes

Prerequisite: 3rd level

After you cast at least one spell slot casting a Wave Controller spell, you retain some of that magical energy. You may cast a Wave Controller spell you know that you have already cast since your last long rest without using a spell slot, but you cast the spell at one level less than your current Pact Magic spell slot level. If you would cast a spell again in this way, it’s maximum spell level is one less than previously, until you cannot use this feature after casting a spell at 1st level with it. The maximum spell level of this feature resets after you take a long rest.

Thorn

In a 1 hour ritual, you can store a magical, melee weapon which you are holding into a small crystal which invisibly hovers by your head, called a thorn. If the weapon requires attunement, you must also attune to your thorn when you create it, but you need not fulfill any other prerequisites the weapon might have had to attune to your thorn.

You can use a bonus action to activate your thorn, making it visible until you use a bonus action to cause it to deactivate and become invisible again. While your thorn is active, your unarmed strikes and attacks with magically conjured weapons have the bonus to hit and damage that the stored weapon has, and gain any additional effects the stored weapon has, such as dealing additional fire damage if you stored a Flame Tongue.

You can create up to 3 thorns, but may only activate one at a given time. You can release the stored weapon from your thorn as an action.

Anima

Prerequisite: Soo Increase

You can exclude any number of creatures from the area of your Shinsu Deepfish’s Suppress action.

Additionally, whenever your Shinsu Deepfish successfully suppresses a creature who was concentrating on a spell, you may use your reaction to immediately cast the spell that they were concentrating on, as if it were a Wave Controller spell and without expending a spell slot. When you do so, you cannot do so again until you complete a long rest.

Irregular

Prerequisite: Baang Increase

As an action, you can exchange one cantrip or spell you know from the Wave Controller spell list with another cantrip or spell you know from the Wave Controller spell list. Alternatively, you can change the 1st level spell you can cast through the Baang Increase with a 1st level spell from any spell list. Once you use this ability, you cannot do so again until you complete a short or long rest.

Slayer

Prerequisite: Myun Increase

Your Aura of Shinsu spells doom for otherworldly creatures. When you complete a short rest, choose one of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. Whenever a creature of that type that is within your Aura of Shinsu makes a saving throw, roll a d6 and subtract it from their total result.

Whenever you cast a Wave Controller spell of 1st level or higher, you can choose to change the creature type your Aura is targeted towards.

Yama Style: Mad Dog

You learn the Primal Savagery cantrip. Whenever you hit a creature with Primal Savagery, you also gain the effects of Alter Self spell without requiring concentration. This effect lasts until the end of your next turn.

Yama Style: Transformation

Prerequisite: 9th level

You can cast polymorph once without using a Wave Controller spell slot, targeting only yourself. When you cast polymorph in this way, its duration is 1 minute, and you cannot do so again until you complete a short or long rest.

Jinsung Style: Floral Butterfly Piercer

Prerequisite: Martial Arts Shape

You can debilitate enemies by controlling the flow of energy in their body. At the end of a turn during which you have damaged an enemy with an unarmed strike, you can force that enemy to make a Constitution saving throw. On a failure, natural Shinsu in their body begins to leak from their wound, during which they take an additional 1d6 piercing damage whenever you deal damage to them with an attack roll.

This effect ends on a target if the target receives any magical healing or at the beginning of that enemy's turn, granted you have not damaged them since the end of their last turn. You can only have your Floral Butterfly Piercer effecting one enemy at a time, with any previous effects ending on a new target you use this ability on.

Baang Shapes

You take on a particular style of combat that lets you change the shape of your Baang. Your style changes which specializations you can choose, and it often changes how you fight drastically. Your style also has some reflection of your personality, as you have to put some of yourself into your Shinsu manipulation to manifest a Baang.

Elementalist

Focusing on the raw power of fire and lightning, the Elementalist is a more unique form of Wave Controller. Those from the 10 Families are often able to control flame and lightning, but it is a rare ability in others due to its volatile nature.

Elementalists are often either insane or haughty individials, reflecting thier proximity to dangerous elements. Those who specialize in flame are particularly dangerous, and many cannot control thier explosive power, and have to inhibit themselves from harming thier allies.

Expanded Spell List

The hardships of learning to be an Elementalist allows you to choose from an expanded list of spells whenever you level up.

Spell Level Spells
1st Burning Hands, Witch Bolt
2nd Scorching Ray, Blink Bolt°
3rd Fireball, Lightning Bolt
4th Wall of Fire, Conjure Minor Elementals
5th Immolation, Conjure Elemental

Elemental Savant

At level 1, whenever you deal damage with a spell that deals either fire or lightning damage, you can add your Charisma modifier to the damage against a single target. You cannot add your Charisma modifier to the damage dealt by a cantrip chosen for a Soo Aspect Increase.

Additionally, you gain resistance to your choice of either fire or lightning. You cannot change this choice later.

Uncontrollable

At level 6, whenever you cast a spell of 1st level or higher which deals fire or lightning damage, you retain a modicum of that power within you. Until your the end of your next turn, you have advantage on saving throws against magic due to your elemental form.

Feeding the Fire

Beginning at level 10, whenever you reduce an enemy to 0 hit points with a spell, a burst of fire or lightning damage pulses around you, forcing anyone within 5 feet that enemy to make a Dexterity saving throw against your spell save DC or take 3d6 fire or lightning damage. On a successful save, they still take half damage.

This ability cannot be suppressed. Whether you deal fire or lightning depending on which elemental resistance you chose in your Elemental Savant feature.

Burst Spell

At level 14, when you cast a spell that deals fire or lightning damage, you may cast another spell with your bonus action, but only if the second spell has a casting time of 1 action or 1 bonus action. Casting a spell in this way ignores the restriction of only being able to cast one spell of 1st level or higher per round.

Once you use this ability, you cannot use it again until you've completed a long rest.

Martial Arts

Learning martial arts to back up your control of Shinsu, you learn to fight up close and personal with enemies, learning spells to disrupt and put you at an advantage. Able to fight right alongside Fishermen and Scouts, Martial Wave Controllers are masters of melee combat.

Those who take this path are often driven for extreme power. Many controllers who take this do so to utilize the powers of Reverse Flow Control, which allows you to overpower enemies by pushing against the flow of Shinsu. Whether you are greedy or driven to protect your friends, those who take the Martial path are not to be taken lightly.

Expanded Spell List

Learning Martial arts alongside controlling shinsu, the path of the Martial Wave Controller allows you to choose from an expanded list of spells when you level up.

Spell Level Spells
1st False Life, Shield
2nd Memory Anchor°, Enlarge/Reduce
3rd Haste, Slow
4th Death Ward, Stoneskin
5th Hold Monster, Circle of Power

Martial Savant

At level 1, when you take this Style, your unarmed strikes deal 1d4 + your Charisma modifier bludgeoning damage, and they are considered magical weapons for the purposes of overcoming damage resistances and immunities.

Your unarmed strikes increase in damage at levels 6 (1d6), and 12 (1d8).

Close Combat

Additionally at level 1, when you hit a creature within 5 feet of you with an unarmed strike or light weapon on your turn, any damage you take from attacks they hit you with while within 5 feet of you is reduced by your Charisma modifier (min. 1). This effect lasts until the start of your next turn.

Point Blank Attack

At level 6, when you cast a spell with a ranged spell attack within melee range of another creature, you do not gain disadvantage on the attack roll.

Additionally, if you are inside the area of effect from a spell you cast, you do not take damage from it, if any.

Flow Control Deflection

At level 10, when you are subjected to a saving throw of an ability that deals half damage on a successful save and full damage on a failed one, you can use your reaction to gain advantage on the saving throw. When you so, you take half damage on a failed save and no damage on a successful one.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Reverse Flow Control

At level 14, you discover the secrets of Reverse Flow Control, allowing you to reflect enemy attacks.

You use this ability as a reaction when you are hit by a melee weapon or spell attack roll made by an enemy within 5 feet of you. When you do so, you and the target must make dueling Constitution ability checks. If you succeed, the enemy takes the damage or effect of his intended attack, or none if it is an ability that forces the charmed or frightened conditions, and is pushed 15 feet away from you. If you lose the duel, the attack succeeds and the Shinsu between you violently explodes, forcing anyone, including yourself, within a 5 foot radius around you to make a Dexterity saving throw against your spell save DC or take 8d6 force damage, or half as much on a successful save.

When you use this feature, you cannot use it again until you complete a short or long rest or until you deal a critical hit with a weapon or spell attack, at which point you regain the ability to use this feature.

Occultist

A forbidden technique of Shinsu control, where you take the souls of those you kill to fuel your attacks. The Occultist Controller can sap the life force from his enemy and use it against his enemy. Most Occultists have arcane tattoos spread across their body to facilitate the storage of souls.

Occultists are insidious people, not shying away at consuming the souls of their victims. However, some learn this ability to try and bring back those they loved, as there is a myth that the Occultist can bring souls back to life, though that has not yet been proven.

Expanded Spell List

Those who go down the path of the Occultist train in the ways of soul stealing, allowing them to choose from an expanded list of spells when they level up.

Spell Level Spells
1st Hex, Soul Arrow°
2nd Pale Beacon°, Ray of Enfeeblement
3rd Soul Dregs°, Animate Dead
4th Blight, Phantasmal Killer
5th Enervation, Danse Macabre

Soul Savant

At level 1, when you reduce an enemy to 0 hit points or whenever you deal a critical hit on an attack roll, you gain a Soul Point. You can maintain a number of Soul Points equal to your Proficiency bonus + your half your Wave Controller level, rounded up (min. 1).

If you attempt to cast a Wave Controller spell of 1st level or higher without any Soul Points, you must roll a d20. On a 1, you take 1d10 necrotic damage per level of the spell attempted, and the spell fails. Damage taken in this way cannot be healed until your next long rest.

Tattoo Necromancy

Additionally at 1st level, you have inscribed tattoos onto your body which allow you to channel the spirits you have captured into magical power. You can use your Soul Points in one of two ways:

  • Consume Dead. As a bonus action on your turn, you use a Soul Point to recover 1d8 + your Charisma modifier hit points.
  • Dead Channel. You can use up to 5 Soul Points to cast a spell without using a Spell Slot. You cast the spell at the level equal to the amount of Soul Points you expended to cast it. You cannot cast a spell in this way using a spell slot higher your Pact Magic spell slot level.

You can use this feature a number of ways equal to your Proficiency bonus, regaining all expended uses after taking a long rest.

Necrotic Shroud

At level 6, you gain resistance to necrotic damage so long as you have at least 1 Soul Point.

Additionally, as a bonus action on your turn, you can expend 1 Soul Point to call a shroud of darkness and shadow around you that gives you advantage on Charisma (Intimidation) and Dexterity (Stealth) checks for 1 minute.

Command Death

At level 10, you can command creatures who are undead, even if you did not create them. Using an action and up to 5 Soul Points, you can force any undead creature that can see you within 30 feet of you to make a Wisdom saving throw. The creature effected must be of a CR equal to or lower than the amount of Soul Points expended in using this feature. On a failure, the target become magically charmed by you for 1 minute, regardless of whether they are normally immune to the charmed condition. You can command them to attack, move, or guard as any undead entity. If they take damage from you or one of your allies, this command breaks.

Upon using this ability, you must succeed on a short or long rest before you can use it again.

Death Eye

At level 14, you gain the unique ability to force enemies into complacency. Using an action and up to 5 Soul Points, you cause your eyes to glow red, and any creature you choose within 60 feet of you which can see you must make a Wisdom saving throw. On a failure, the creature takes 2d8 psychic damage, with an additional 1d8 psychic damage for every Soul Point expended in using this ability, and the enemy is considered paralyzed until you release eye contact from it or until they take any damage, at which point the paralysis ends. You must use your action on your turn to maintain eye contact with a creature in this way, and you must concentrate on it as if concentrating on a spell.

Once you use this ability, you must complete a long rest before you can use it again. A blind creature or a creature which is immune to the charmed or paralyzed conditions is immune to this effect.

Cantrips (0 Level)
  • Booming Blade
  • Control Flames
  • Dancing Lights
  • Dark Orb°
  • Disrupting Strike°
  • Electric Loop°
  • Friends
  • Green Flame Blade
  • Lightning Lure
  • Produce Flame
  • Shape Water
  • Shinsu Cannon°
  • Shinsu Crush°
  • Shocking Grasp
  • Static Cloud°
  • Sword Burst
  • Thaumaturgy
  • True Strike
1st Level
  • Absorb Elements
  • Aura of Hellfire°
  • Chaos Bolt
  • Color Spray
  • Detect Magic
  • Deadly Wellspring°
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Grease
  • Id Unleash°
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Searing Smite
  • Tenser's Floating Disk
  • Thunderwave
  • Way of White Corona°
2nd Level
  • Blindness/Deafness
  • Concussive Clap°
  • Crystal Hail°
  • Earthbind
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mana Leech°
  • Mirror Image
  • Misty Step
  • Psionic Darts°
  • Pyrotechnics
  • Silence
  • Shadow Blade
  • Shatter
  • Web
3rd Level
  • Baam's Infinite Halo°
  • Blinding Smite
  • Blink
  • Bestow Curse
  • Counterspell
  • Erupting Earth
  • Fly
  • Life Transference
  • Melf's Minute Meteors
  • Nondetection
  • Pursuer's Hazy Volition°
  • Spirit Shroud
  • Summon Shadowspawn
  • Vampiric Touch
  • Tongues
  • Thunder Step
  • Water Walk
4th Level
  • Banishment
  • Confusion
  • Control Water
  • Freedom of Movement
  • Greater Invisibility
  • Moonlight Arrows°
  • Sickening Radiance
  • Staggering Smite
  • Storm Sphere
  • Summon Elemental
5th Level
  • Antilife Shell
  • Banishing Smite
  • Bigby's Hand
  • Cone of Cold
  • Creation
  • Far Step
  • Legend Lore
  • Maelstrom
  • Scrying
  • Synaptic Static
  • Wall of Stone
6th Level
  • Blade Barrier
  • Chain Lightning
  • Dark Bead°
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Tasha's Otherworldly Guise
  • Tenser's Transformation
  • Wall of Ice
7th Level
  • Fire Storm
  • Power Word Pain
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Antimagic Field
  • Earthquake
  • Incendiary Cloud
  • Mind Blank
  • Power Word Stun
  • Tsunami
9th Level
  • Blade of Disaster
  • Invulnerability
  • Meteor Swarm
  • Power Word Kill
  • Time Stop

° Spells from Caraman's Tome of Lost Skill



Shinsu Deepfish

Tiny celestial, Lawful neutral


  • Armor Class 13 (natural)
  • Hit Points 5 + twice your Wave Controller level + your Charisma Modifier
  • Speed 0 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 10 (+0) 16 (+3) 10 (+0)

  • Senses passive Perception 13
  • Languages Cannot speak, but can understand any languages you know.
  • Challenge 0 (10 XP)

Amphibious. Can breathe both air and water.

Shinsu Shield. The Shinsu Deepfish has advantage on any saving throws against magical effects. Any allied creature within 5 feet of it also has this benefit.

Actions

Suppress: The Deepfish begins to exude a 20 foot sphere of magic nullification centered on itself, which remains until the Deepfish ends this effect as an Action. Any creature in the area who can cast spells must make a Wisdom saving throw against your Spell DC or become suppressed while inside the field for 1 minute, losing any concentration on any spell as a result, and they cannot cast spells which require concentration while suppressed.

PART III

Customization Options

Multiclassing

The tables below designate how you can multiclass with certain classes. Keep in mind that while your DM may allow you to play one of these classes, they may not allow you to multiclass with them. See chapter 6 in the Player's Handbook for instructions about multiclassing.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.

For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
Class Ability Score Minimum
Artifact Constitution 13 and Charisma 13
Chrononaut Intelligence 13
Disciple Strength or Dexterity 13 and Wisdom 13
Drakeblood Strength or Dexterity 13 and Charisma 13
Mistborn Constitution 13 and Wisdom 13
Psychic Intelligence 13
Seer Wisdom 13
Fisherman Strength 13 or Dexterity 13 and Wisdom 13
Light Bearer Intelligence 13
Scout Dexterity 13
Spear Bearer Strength 13 and Wisdom 13
Wave Controller Charisma 13

Proficiencies

When you gain a level in a class other than your first, you gain only some o f that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
Class Proficiencies Gained
Artifact Simple weapons, smith's tools
Chrononaut Simple weapons and all one-handed firearms
Disciple Light and medium armor, shields, simple and martial weapons
Drakeblood Light and medium armor, shields (drakebloods will not wear armor or use shields made of metal), simple and martial weapons, harvester's tools
Mistborn Light armor, one skill of your choice, alchemist's supplies
Psychic None
Seer Light armor, simple weapons
Fisherman Light and medium armor, simple and martial weapons, and 1 exotic weapon of your choice
Light Bearer Light armor
Scout Light armor, simple weapons, needles, one skill of your choice, thieves' tools
Spear Bearer Light and medium armor, shields, simple weapons, pikes
Wave Controller Light armor, simple weapons

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Pact Magic. You determine your available spell slots by adding together all your levels in the warlock and wave controller classes and a third of your blood hunter levels (rounded down) if you have the Profaned Soul subclass. Use this total to determine your spell slots by consulting the Multiclass Pact Magic table.

Psionic Spellcasting. If you have the Psionic spellcasting trait and the regular spellcasting trait, treat any psionic spells learned from another class (such as if you learn dissonant whispers from the Bard class) as a psionic spell for the purposes of your Psionic Spellcasting trait. Otherwise, treat it the same as any other Spellcasting trait for the purposes of determining multiclassed spell slots.

Multiclass Pact Magic
Level Spell Slots Slot Level
1st 1 1st
2nd 2 1st
3rd 2 2nd
4th 2 2nd
5th 2 3rd
6th 2 3rd
7th 2 4th
8th 2 4th
9th 2 5th
10th 2 5th
11th 3 5th
12th 3 5th
13th 3 5th
14th 3 5th
15th 3 5th
16th 3 5th
17th 4 5th
18th 4 5th
19th 4 5th
20th 4 5th

PART IV

Subclasses
Sublasses
Class Subclass Level Available Description
Barbarian Path of the Bleeding Earth 3rd Pyromantic berserker who commands magma and fire in battle.
Barbarian Path of the Darkwraith 3rd Pledged to the Dark and uses primal magic to snuff out the light.
Bard College of Dusk 3rd Illusory tricksters and benders of light from an ancient civilization.
Bard College of Sirens 3rd Assassins who lure their victims in with charms and poisons.
Blood Hunter° Order of the Workshop 3rd Hunters who train in old ways to fight the Great Old Ones.
Cleric Dragon Domain 1st Warriors pledged to dragons who take on draconic qualities.
Cleric Ocean Domain 1st Travelers and sailors who control the oceans and tides.
Druid Circle of Chaos 2nd Forces evolution through volcanic disaster and mutation.
Druid Circle of Tides 2nd Watchers of omens and the shores.
Fighter Corsair 3rd Well travelled warrior capable of fighting under certain conditions.
Fighter Dragon Slayer 3rd Knights trained to use ancient Dragonbane weapons.
Monk Way of the Painted World 3rd Guardians trained in the use of cryomancy and scythes.
Monk Way of the Fisherman 3rd Patient masters of retribution and reinforcement.
Paladin Oath of the Darkmoon 3rd Knights who stand against the forces of the Dark.
Paladin Oath of the Deep 3rd Sentinels against the otherworldly horrors in the deep ocean.
Ranger Abyss Watcher Conclave 3rd Legionnaires who hunt down and seal portals to the Abyss.
Ranger Diver Conclave 3rd Aquatic explorers who implore hordes of wildlife to assist them.
Rogue Ruins Explorer 3rd Treasure hunters with a small understanding of natural magic
Rogue Trapmaster 3rd Transmuters who craft magical traps for use in battle.
Sorcerer Hexborn Origin 1st Mages touched by the Deep or Abyss, attracting Humanity sprites.
Sorcerer Saltborn Origin 1st Sorcerers born with a magical, algal ecosystem inside them.
Warlock Gravelord Patron 1st Forges a pact with a personification of death.
Warlock Leviathan Patron 1st Holds contact with a dark abberation of the deep ocean.
Wizard School of Crystal 2nd Focused on creating spears of force to pierce multiple enemies.
Wizard School of the Elements 2nd Chaotically combines elemental forces for an unpredictable power.

Introduction

These subclasses are all focused to give more player options to the base classes of 5th edition dungeons and dragons, as well as one subclass for Matthew Mercer’s popular Blood Hunter class. They are all highly thematic, and like the classes, are grouped into “sets” below.

Legacy of Lordran

The first set of subclasses are all based on the Dark Souls game trilogy. These are the Path of the Darkwraith, College of Dusk, Dragon Domain, Circle of Chaos, Dragon Slayer, Way of the Painted World, Oath of the Darkmoon, Abyss Watcher Conclave, Trapmaster, Hexborn Origin, Gravelord Patrol, and School of Crystal.

These subclasses all assume some things about the world setting. Firstly, they there was an ancient war between humans and dragons, and that ancient dragons have a relationship with stone. And secondly, that there is an ongoing conflict of the world of light a Layer of the Abyss called the Darkness.

These subclasses can be reskinned, but they work best in epic and/or post-apocalyptic worlds such as Dark Sun, Forgotten Realms, or Greyhawk.

The Old Hunters

The Blood Hunter subclass, the Order of the Workshop is based off of the video game Bloodborne, made my Fromsoftware, the same company which made the Dark Souls trilogy. However, the flavor of this subclass works best with Lovecraftian horror games or games set during steampunk or other industrial style settings, as opposed to the dark fantasy, Witcher or Dragon Age style of game that the Blood Hunter works best for.

Deep Sea Heroes

The last set of subclasses are focused on aquatic or marine campaigns. They often focus around water and some are out of place or even weakened if placed in a landlocked or desert game setting. These subclasses are the Path of the Bleeding Earth, College of Sirens, Ocean Domain, Circle of Tides, Corsair, Way of the Fisherman, Oath of the Deep, Diver Conclave, Ruins Explorer, Saltborn Origin, Leviathan Patron, and School of Elements.

The Ocean Domain, Circle of Tides, Oath of the Deep, and Diver Conclave all need water present for their class abilities to function. Others can work out of water, and some, such as the Path of the Bleeding Earth even works better out of water than inside it. These work best for settings that are mostly underwater or that have a lot of sailing or coastal travel, and are generally inappropriate for desert worlds such as Dark Sun.

Barbarian

Primal Paths

Path of the Bleeding Earth

Deep beneath the surface of the water, where the weak-willed fear to tread, the great magma vents bleed heat and life into the otherwise cold depths. Most who reside there are creatures of stealth and cunning ingenuity, such as the Steam Gnomes and their domed cities, but that is not the life for all. For some, they believe these vents are a place to be protected, and revered, for they bleed life back into the ocean, and those who protect them long enough eventually become changed to reflect the primal strength of the magma. The Fetekyerm were the first to master the Path of the Bleeding Earth, but they soon spread the rare power to others throughout the world, causing those who live in tepid waters to tremble at their blazing fury.

In battle, a barbarian of the Bleeding Earth can summon the power of pure heat and and smog to assist them in combat. Even being near a Barbarian of the Bleeding Earth will harm an enemy, as their rage manifests in boiling, blistering heat.

Aura of Fire

Due to your association with the primal magic of magma, your blood boils and glows red when you enter a rage. While raging, you have resistance to fire and cold damage, and any creature who starts their turn within 10 feet of you (apart from you) must make a Constitution saving throw or take fire damage equal to your Rage damage.

Your saving throw DC for this ability is equal to 8 + your proficiency + your Constitution modifier.

Eruption

At 6th level, you learn to manipulate the primal forces of the earth. You can use an action to cause magma to explode from a single, 5 foot square of stone, earth, dirt, silt, or sand, creating a geyser of magma in a cylinder 20 feet high and 5 feet in radius. Any creature within the area must make a Dexterity saving throw or take 3d12 fire damage and be set on fire (taking an additional 1d6 fire damage at the beginning of every turn on fire, requiring an action to put out), or taking half damage and not being ignited on a successful save. The DC equals 8 + your Constitution + your proficiency bonus.

The magma damage increases at certain levels- 4d12 at 10th level, 5d12 at 14th level, and 6d12 at 18th level.

Once you use this ability, you must wait until you complete a short or long rest to use it again. When you use this ability, it counts as dealing damage with an attack for the purposes of maintaining your rage.

Synthesis

At 10th level, you learn to use heat and smoke to magically fuel your body. You no longer need to eat or sleep, so long as you are nearby a hot fire or another, similar heat source for at least 10 minutes a day. If you do not get this heat, you must sleep and eat as normal.

Blazing Fury

At 14th level, you embody the flames of the earth. While raging, you are immune to fire and cold damage.

Additionally, when you hit with a weapon attack, you choose to make the attack deal fire damage instead of the weapon’s damage type. If you do this, you can choose to instantly end your rage and augment the attack with a powerful fiery explosion. The target takes an additional 3d12 fire damage and must make a Strength saving throw or be knocked back 15 feet away from you.

Your saving throw DC for this ability is equal to 8 + your proficiency bonus + your Constitution modifier.

If you end a rage this way, you cannot move, rage again, or use Eruption until the end of your next turn.

Path of