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The Odysseer
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## [Table Of Contents](http://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p3)** - [1.1 Odysseer](#p3) - [1.1.1 Care for the Living](#p3) - [1.1.2 Life of Searching](#p3) - [1.1.3 Creating an Odysseer](#p3) - [1.2 Class Features](#p4) - [1.2.1 Safeguard](#p4) - [1.2.2 Shield Arts](#p5) - [1.2.3 Aegis of Protection](#p5) - [1.2.4 Spiritual Focus](#p5) - [1.2.5 Battle-Ready](#p6) - [1.2.6 Soul Magic](#p6) - [1.2.7 Ability Score Improvement](#p6) - [1.2.8 Overwatch](#p6) - [1.2.9 Focused Mind](#p6) - [1.2.10 Shifting Soul](#p6) - [1.2.11 Improved Shield Dice](#p6) - [1.2.12 Spirit Armour](#p6) - [1.2.13 Unbreakable](#p6) - [1.2.14 Extended Protection](#p7) - [1.2.15 Unwavering Shield](#p7) - [1.3 Vanguards of Protection](#p7) - [1.3.1 Vanguard of Destruction](#p7) - [1.3.2 Aegis of Displacement](#p8) - [1.3.3 Aegis of Inspiration](#p8) - [1.3.4 Aegis of Pain](#p10) - [1.4 Multiclassing](#p10)
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## Odysseer *A burly dwarf clad in plate armor jumps in front of a massive mammoth to shield a lost child on a snow-covered mountain.* *A fierce human sends a blast of his spirit towards a hellish orc, pushing him into the blade of his fellow paladin, taking his head clean off.* *Pushing his fellow adventurers to their limits with his inspirational cries, a barbarian is able to overpower an adult dragon with a single blow because of the spirit the tall elf gives to him.* *The odysseer. One who claims to have found some proof that something, or some being, is out there, and being hidden. That this is the real truth. That it is the real power. Concepts of good and evil, varying government types, and even simply the way we go about life are all a fallacy to an odysseer.* ___ Because of this, the odysseer has committed their entire being to protecting those who they believe are lost to the world, using any means necessary and knowledge they have gained in their search for truth. But the question is, are odysseer the ones who are really under a fallacy? ### Care for the Living Many talk of being saved by an iron-clad warrior, in the face of almost certain death, and then never seeing this adventurer again once the danger is taken care of. The knowledge they have gained in their travels has Odysseer believing that most others have no idea of what's truly going on in the multiverse. They believe that lies surround us, and because of this, see others as almost children in a dream. Odysseers take it upon themselves to do everything they can to protect these dreamers at all costs, even if it costs their own lives, but in the hope for that individual to find the truth, as well as be awoken. ### Life of Searching An odysseer has spent a majority of their life searching for a greater truth. Some event in the past has shown the odysseer that the beliefs of the worlds seem to be nothing more than shackles for more powerful beings to use against us. Primarily beings who are revered, such as deities, demons, devils, and prominent figures. Being very few and far between, the odysseer normally live a solitary life, and even when they do find other odysseer, they normally do not stick together for long as they are all searching for the proof that will finally show everyone that what they have always believed in was a lie. They do understand, however, that the answers they may personally seek do require skills beyond what they themselves can do, so they do often partner with other adventurers so they can obtain the proof they need to their questions. \columnbreak ### Creating an Odysseer When creating an odysseer, contemplate what event, as well as what higher being, natural event, or prominent figure it was that caused you to seek the truth. Once you have realized that truth, then think of what proof you exactly found. Was it some ancient hieroglyph scrawled across a wall in a deep cave you found, a hidden jar containing very ancient texts that was hidden in a church to a specific higher being, or even a dream. When did you first realize further that your belief would provide you a power that was unheard of and allowed you to tap into a spirit you never even knew you had? Were you being pursued by others who were going to persecute you because of your beliefs, and your petition to this unknown belief manifested new abilities. Or maybe laying down the night after finding further proof, you were provided a vision which showed you your abilities, thus pushing you to find and control that power further. #### Quick Build You can quickly make an odysseer by following these suggestions. First, Constitution should be your highest ability score to increase your hit points and AC to be able to provide the most protection. Next, choose Wisdom. Finally, choose the Hermit background. \pagebreakNum
##### The Odysseer Level | Proficiency
Bonus | Features | Starting
Focus | Max
Focus | Spells
Known | Spells
Slots | Slot
Level |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| 1st | +2 | Safeguard, Shield Arts | – | – | – | – | – 2nd | +2 | Aegis of Protection, Spiritual Focus | 1 | 2 | – | – | – 3rd | +2 | Battle-Ready, Soul Magic | 1 | 3 | 2 | 1 | 1st 4th | +2 | Ability Score Improvement | 1 | 3 | 2 | 1 | 1st 5th | +3 | Overwatch, Focused Mind | 1 | 3 | 3 | 2 | 1st 6th | +3 | Aegis Feature | 1 | 4 | 3 | 2 | 2nd 7th | +3 | – | 1 | 4 | 4 | 2 | 2nd 8th | +3 | Ability Score Improvement | 1 | 4 | 4 | 2 | 2nd 9th | +4 | Shifting Soul | 2 | 5 | 5 | 2 | 2nd 10th | +4 | Aegis Feature, Improved Shield Dice | 2 | 5 | 5 | 2 | 2nd 11th | +4 | Spirit Armour | 2 | 5 | 6 | 2 | 2nd 12th | +4 | Ability Score Improvement | 2 | 5 | 6 | 2 | 2nd 13th | +5 | – | 2 | 6 | 7 | 2 | 3rd 14th | +5 | Aegis Feature | 2 | 6 | 7 | 3 | 3rd 15th | +5 | Unbreakable | 2 | 6 | 8 | 3 | 3rd 16th | +5 | Ability Score Improvement | 2 | 6 | 8 | 3 | 3rd 17th | +6 | Extended Protection | 3 | 7 | 9 | 3 | 3rd 18th | +6 | Aegis Feature | 3 | 7 | 9 | 3 | 3rd 19th | +6 | Ability Score Improvement | 3 | 7 | 10 | 3 | 4th 20th | +6 | Unwavering Shield | 3 | 7 | 10 | 3 | 4th
## Class Features As an odysseer, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d12 per odysseer level - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per odysseer level - #### Proficiencies ___ - **Armor:** All armour, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Choose one of any artisan's tool ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two skills from: Animal Handling, Athletics, History, Nature, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: \columnbreak - *(a)* any simple melee weapon, *(b)* a flail, or *(c)* any shield - *(a)* leather armour, *(b)* scale mail, or *(c)* chain mail - *(a)* 2 light hammers, or *(b)* 2 javelins - Any shield and an explorer's pack ___ Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp. ### Safeguard Starting at 1st level, you can watch over the body and souls of your allies. As a bonus action on your turn, you can enter Safeguard. Whilst in safeguard, you gain the following benefits: - As a reaction, when an attack is declared on a creature within 5 feet of you, you can invoke your shield art. The effects of your cover are determined by your Shield Art and last until the end of the current turn. - If an armour you wear requires you to add your Dexterity modifier to get your total AC, add your Constitution modifier instead. - You have advantage on saving throws and ability checks against being shoved or knocked prone. ___ \pagebreakNum Safeguard lasts for 1 minute. It ends early if you are knocked unconscious. You are able to end Safeguard on your turn as a bonus action. While in Safeguard, you may use your Wisdom modifier when determining attack and damage for a weapon you are proficient with while using your shield art. ### Shield Arts Your shield art determines how you protect others, and how you wield your weapons. Once you have chosen a shield art, you cannot change it. You can only invoke a shield art, or gain any of its other benefits if you are wielding the weapons as described. For example, you cannot use your Dual Shield art unless you are wielding two shields. You may use your shield art a number of times equal to your Wisdom modifier (minimum of once), regaining expended uses when you complete a short or long rest. #### Dual Shield You can wield two shields at once. You do not gain the AC bonus from your off-hand shield. When you invoke this shield art, you roll 1d6, adding the result to the protected creature’s AC against that attack roll. Additionally, for you shields, count as melee weapons with the following properties: Shield | Type | Damage | Properties |:-|:-|:-:|:-| Buckler | Simple | 1d4 | Light, finesse Round shield | Simple | 1d6 | Light Tower shield | Martial | 1d8 | Heavy #### Duellist Weapon When you invoke this shield art, you roll 1d6, deducting the amount from the attacking creature’s attack roll. If this would cause the attack to miss, the target takes damage equal to the number rolled on the die, plus your Wisdom modifier. Additionally, you may use this shield art if you are within 5 feet of the attacking creature instead of within 5 feet of the protected creature. #### Weapon and Shield When you invoke this shield art, you roll 1d4, adding the result to the protected creature’s AC against that attack roll. If the attack should still hit, the damage dealt is reduced by an amount equal to the number rolled on the dice, plus your Wisdom modifier. Additionally, when you hit a creature with a weapon attack, you can attempt to Shove that creature as a bonus action. ### Aegis of Protection At 2nd level you realize your spirit that drives you, and others, is more than just an ideal, and you commit to a way of the aegis. Your aegis choice grants you additional features at 2nd level and again at 6th, 10th, 14th, and 18th levels. \columnbreak #### Aegis Spells Each aegis has a list of associated spells. You gain access to these spells at the levels specified in the aegis description. Once you gain access to a aegis spell, you always have it prepared. Aegis spells don’t count against the number of spells you know. If you gain a aegis spell that doesn’t appear on the odysseer spell list, the spell is nonetheless an odysseer spell for you. ### Spiritual Focus Also, at 2nd level, you can focus your soul into a great force that allows you to perform superhuman feats. When you roll initiative, unless you were surprised, you gain focus equal to the number displayed in the Starting Focus column of the odysseer table. You gain 1 additional point of focus at the end of each of your turns, up to a maximum amount as shown in the Max Focus column of the odysseer table. You may also gain 1 focus by spending an action on your turn focusing your mind. You cannot gain focus if you are subjected to any one of the following conditions: incapacitated, paralyzed, petrified, stunned, or unconscious. If you gain any one of these conditions, you half your current focus. You lose all focus when combat ends. You can expend focus to fuel various odysseer features, including the following: #### Defensive Manoeuvre As a bonus action, you can expend 1 focus to take either the Disengage or Dodge action. #### Focused Strike When you make an attack roll, you can expend 1 focus to gain advantage on the attack roll.
\pagebreakNum #### Watchful Protection When you use a shield art, you can expend 1 focus, rolling the shield die twice, and taking the higher of the two results. ### Battle-Ready Beginning at 3rd level, you've made it a point to setup the battle field for your allies. You can now add your Wisdom modifier to initiative rolls (minimum 1). ### Soul Magic Your connection to your internal spirit has granted you magical ability beyond the mortal man. This connection to your inner self, whatever its origin, fuels your spells. #### Spell Slots The odysseer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your odysseer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd level spell slots. To cast the 1st level spell bless, you must spend one of those slots, and you cast it as a 2nd level spell. #### Spells Known of 1st Level and Higher At 3rd level, you know two 1st-level spells of your choice from the odysseer spell list. The spells known column on the odysseer table shows when you learn more odysseer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s slot level column for your level. When you reach 13th level, for example, you learn a new odysseer spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the odysseer spells you know and replace it with another spell from the odysseer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Wisdom is your spellcasting ability for your odysseer spells, so 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 an odysseer 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 a odysseer spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. #### Spellcasting Focus You use an odyccal focus to cast your spells. This focus can be anything from a book, a relic, or even a torn page of a text. At your DM's permission, a focus such as a torn page or trinket can be attached to a shield or weapon and counts as being held. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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. ### Overwatch When you reach 5th level, you can expend 1 focus point to take an additional reaction. ### Focused Mind Also, at 5th level, when you achieve true focus, you can channel its power into your magic. As a bonus action on your turn, you can expend one odysseer spell slot. When you do so, you gain focus until you reach your maximum. Alternatively, you can use a bonus action whilst you have maximum focus, losing all focus points, and regaining one odysseer spell slot. ### Shifting Soul Beginning at 9th level, your spirit automatically reacts for you at times when a creature is attacked in your sight. Whilst your safeguard is active, when a creature you can see within 20 feet of you is attacked, you can expend one spirit point as a reaction, moving up to your speed to a space adjacent to it. You can then invoke your shield art as a part of the same reaction. Once you have used this feature, you cannot do so again until the start of your next turn. ### Improved Shield Dice When you reach 10th level, the power of your protection increases. The die rolled for your shield arts increases in value by one. Shield arts that roll a d4, now roll a d6, and shield arts that roll a d6, now roll a d8. ### Spirit Armour Starting at 11th level, your spirit stands guard, protecting you from harm. As a bonus action on each of your turns, you may expend 2 focus points to create a spiritual shield with hit points equal to your odysseer level. When you would suffer damage, if that damage is less than your spirit armour’s hit points, neither you or your armour take damage. If the damage equals or exceeds you spirit armour’s hit points, the armour is destroyed, and you take the remaining damage. Unless destroyed earlier, your spirit armour fades at the start of your next turn. ### Unbreakable Beginning at 15th level, you can withstand anything, such as a green dragon’s poisonous breath or a blast of darkness spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and take only half damage if you fail. \pagebreakNum
### Extended Protection When you reach 17th level, you can extend the protective force of your spirit armour to others. As a bonus action on your turn, you can expend 2 focus points, choosing a creature within 20 feet of you that you can see. The target creature gains the benefit of your spirit armour feature until the start of your next turn, or until it moves into a space further than 20 feet away from you. ### Unwavering Shield At 20th level, your protective hand knows no bounds. You can invoke a shield art on a creature up to 10 feet away. Additionally, if your hit points would drop to 0 hit points whilst your safeguard is active, you can expend 2 focus points, causing you to instead drop to 1 hit point. ## Vanguards of Protection The need to protect rages inside of every aegis, and at a certain point, they understand they must learn more of how to control their power, and spirit, if they are to continue protecting any who come across their path. For their search for the truth will take them through very dangerous paths indeed. Whether it be the want to push their fellow adventurers further, the need to control their enemies and move them at their will, or the need to decimate your enemy, all aegis choose a path to perfect their control of their spirit. \columnbreak ### Vanguard of Destruction You see that any being that is out to seek absolute power or to become exalted among all others really seeks one thing. To become a god. And that being will pay. Whether that be a Celestial or Fey. A Demon or Fiend. A king or a wealthy businessman. You will find them and destroy those who stand in your way. You have learned to channel your spirit into a celestial element that destroys the one you seek. #### Aegis Spells You learn the following spells at the odysseer levels listed. ##### Destruction Spells Odysseer Level | Spells |:-:|:-| 3rd | *guiding bolt*, *inflict wounds* 7th | *Auminair's luminous chains*, *ray of enfeeblement* 13th | *blackened heart*, *crusader's mantle* 19th | *nether void*, *shining force* #### Embrace Both Sides Starting when you choose this aegis at 2nd level, your search for power to be destroyed has granted you the ability to embrace both holy and unholy power. When you use a shield art to protect a creature, the attacking creature takes 1d4 radiant or necrotic damage (your choice). This damage increases to 2d4 at 10th level, and 3d4 at 18th level. You may also use this feature when you hit a creature with a weapon attack, dealing the damage to your target. Additionally, when you cast a spell that deals necrotic or radiant damage, you can choose for it to deal either type of damage. #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Well of Good and Evil Starting at 10th level, your soul becomes a swirling vortex of light and dark. You gain resistance to both necrotic and radiant damage. Additionally, when you score a critical hit against a creature, you gain one focus point. #### Vengeful Strike When you reach 14th level, your protective abilities opening a path of great wrath. When you protect a creature with a shield art, you gain advantage on weapon attacks made against the attacking creature until the end of your next turn. #### Destructive Shield At 18th level, you can over-channel your spirit into a powerful aura of vengeful fury. As an action on your turn, you can wreath yourself in a powerful energy body for 1 minute, creating either a necrotic aura or a radiant aura, each granting different benefits as described below: \pagebreakNum ***Necrotic Aura.*** Once per turn, when you hit a creature with a weapon attack, you can use your embrace both sides feature, targeting that creature, without expending focus. ***Radiant Aura.*** Once per turn, when you use a shield art to protect a creature, you can add half your wisdom modifier to the die rolled. After which, you can use your embrace both sides feature against the attack without expending focus. Regardless of which type of aura you create, whenever a creature within 15 feet of you hits you with an attack, the aura lashes out, forcing the attacker to make a Constitution saving throw against your odysseer spell save DC. On a failure, it takes 4d8 damage, the type of which matches the type of aura you created. Once you have used this feature, you cannot do so again until you complete a long rest. ### Aegis of Displacement Most odysseers see protecting others as ensuring that they get in between the enemy and those who they are protecting. Others however, see protecting others as simply ensuring that the enemy gets nowhere near your fellow adventurers in the first place. These odysseers use their spirit to create a type of martial energy that allows them to use a great force, manipulating their enemy’s movement, keeping them far from your allies. #### Aegis Spells You learn the following spells at the odysseer levels listed. ##### Displacement Spells Odysseer Level | Spells |:-:|:-| 3rd | *entangle*, *jaunt* 7th | *invalidate*, *wormhole plunge* 13th | *Bigby’s power palm*, *sand prison* 19th | *dimension door*, *Jackdaw’s nevermove* #### Force of Will Starting when you choose this aegis at 2nd level, your control over the forces that surround all things has granted you the ability to push and pull your enemies around the battlefield. When you take the Attack action, you can forgo a single attack, expending a focus point, before asserting a force upon a creature you can see within 30 feet. The target must succeed on a Strength saving throw against your odysseer spell save DC, or suffer 1d6 force damage, and be forcibly moved 10 feet toward or away from you (your choice). A creature that succeeds its saving throw is not moved, and suffers half damage. The damage dealt by this feature increases as you gain odysseer levels, increasing by 1d6 at 6th (2d6), 10th (3d6), 14th (4d6), and 18th level (5d6). #### Motion Unbridled At 6th level, your force of will can exert its power over you. You can expend one focus point as a bonus action on your to instantly move in a straight line up to your speed to a point that you can see. If you collide with an enemy, the target must succeed on a Strength saving throw against your spell save DC or be pushed to your target location, then back a further 5 feet. If the target succeeds its saving throw, you move through its space. If you collide with more than one creature, you move through the spaces of any creature after the first. #### Unstoppable and Immovable When you reach 10th level, you may exert your forceful on yourself in a greater fashion, overcoming all adversity. As a bonus action on your turn, or as a reaction, you can expend one focus point, gaining any of the following benefits of your choice: - You ignore difficult terrain. - You gain immunity to the grappled and restrained conditions. - You cannot be forcibly moved against your will. - You ignore any alterations to normal gravity. ___ These benefits last until the start of your next turn. #### Kinetic Onslaught Upon reaching 14th level, your spirit remembers the damage that you take, ready for redistribution. When you take damage, you can use your reaction, expending a focus point, to remember half of that damage. When you do so, that half is stored as Kinetic Force, up to a maximum amount equal to twice your Odysseer level. If half the damage of an attack would take you over this maximum threshold, the damage is instead only reduced by an amount that would bring you to your kinetic force maximum. When your kinetic force is completely charged and a creature hits you with a melee attack, that creature must make a Constitution saving throw or take force damage equal to your kinetic force maximum and be thrown back 20 feet. A creature that fails the save by 5 or more is knocked prone also. A successful save halves the damage and prevents this throwing. This feature includes any damage done to your spirit armour. #### Vehemoth Spirit By the time you reach 18th level, your spirit overflows from you when you strike your enemies, or they strike you. As an action on your turn, you gain the following effects: - Enemy creatures don't get a saving throw against your force of will feature. - You are constantly under the effects of your unstoppable and immovable features. - Your kinetic onslaught remembers all damage taken, not half. ___ Once you have used this feature, you cannot use it again until you complete a long rest. ### Aegis of Inspiration The need to protect rages inside of every oversseer, and at a certain point, they understand they must learn more of how to control their power, and spirit, if they are to continue protecting any who come across their path. For their search for the truth will take them through very dangerous paths indeed. Whether it be the want to push their fellow adventurers further, the need to control their enemies and move them at their will, or the need to decimate your enemy, all odysseers choose a path to perfect their control of their spirit. \pagebreakNum #### Aegis Spells You learn the following spells at the odysseer levels listed. ##### Inspiration Spells Odysseer Level | Spells |:-:|:-| 3rd | *cure wounds*, *heroism* 7th | *calm emotions*, *lesser restoration* 13th | *ameliorate*, *restorative shell* 19th | *death ward*, *spiritual duality* #### Inspiring Shield Starting when you choose this aegis at 2nd level, your protective power breaths a great vigour into the hearts of those you shield. After you use a shield art to protect a creature, both you and that creature gain temporary hit points to the die result + your Wisdom modifier. These temporary hit points last until the end of each creatures’ turns respectively. #### Natural Healer At 6th level, your ability to mend the bodies of others has grown stronger. When you complete a long rest, if you have the means to, you can spend 30 minutes creating three simple herbal remedies, and imbuing them with spiritual power. The remedy, called a poultice, can be applied over the course of 1 minute to any creature by the odysseer, or any creature with proficiency in Medicine. The affected creature then immediately rolls its hit die, adding your Wisdom modifier, and regains that many hit points. If the target has not consumed a poultice since they last completed a long rest, the poultice does not consume a hit dice, instead creating one that is instantly expended. You create additional poultices as you gain odysseer levels, increasing by 1 at 6th, 10th, 14th and 18th level. Alternatively, you can expend a focus point as a bonus action on your turn, applying the poultice to a creature you touch, granting them the benefits. #### Steadfast Pride When you reach 10th level, you can exude a great pride that reinvigorates all allies around you. When you hit a creature with a weapon attack, or you protect an ally with a shield art, you can expend a focus point, granting either the protected creature, or another creature within 30 feet of you that can see you a Pride Bonus equal to your Wisdom modifier. A creature can use its pride bonus whenever it makes an attack roll, ability check, or saving throw, adding it to the result. Once the pride bonus has been used, it is expended. Pride bonuses last until the end of your next turn if left unused, after which they disappear. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you complete a long rest. \columnbreak #### Empowered Poultices Upon reaching 14th level, your poultices can be enhanced with greater magic, improving their strength. When you use a poultice to restore hit points to a creature, you can expend an odysseer spell slot instead of a focus point. If you do so, the target can expend an additional number of hit dice equal to the spell slot level. #### Perfected Shield By the time you reach 18th level, you have learned to perfect your control of your spirit. You can control your spirit and energy within yourself, and expend two shield dice to use a bonus action on your turn to become ethereal for up to 1 minute. During this time, you cannot be attacked, or attack another creature, but you are able to touch or interact with yourself or creatures around you. You gain a fly (hover) speed equal to your walking speed, you can move through creatures and solid objects as if they were difficult terrain, and can use shield dice, but with a bonus to them equal to half your Wisdom modifier. You can also use poultices whilst in your perfected spirit. You can choose to end perfected spirit early as a bonus action on your turn. Regardless of how it ends, once you have used this feature, you cannot do so again until you complete a long rest.
\pagebreakNum ### Aegis of Pain Whatever drove you from your previous life told you something, your pain brings out your power, however it may manifest. Odysseers of this aegis at not afraid to take an arrow, a strike from a blade, or a bolt of arcane energy to protect their fellow man, for it not only furthers their goals, it makes them stronger. Those that bind themselves to the aegis of pain are those that feel little, either in body, mind or both, often coming across as heartless and monstrous to some, yet their shield hand remains unwavering. #### Aegis Spells You learn the following spells at the odysseer levels listed. ##### Pain Spells Odysseer Level | Spells |:-:|:-| 3rd | *false life*, *penance* 7th | *suffer*, *warding bond* 13th | *martyrdom*, *speak with dead* 19th | *bestow syphons*, *wall of pain* #### Power through Pain Starting when you choose this aegis at 2nd level, your pain grants you strength, emboldening your strikes. Whenever you suffer damage, you gain one Pain Point, up to a maximum amount equal to your odysseer level. Whenever you hit a creature with an attack roll, you expend all pain points, dealing additional necrotic damage to the target equal to the pain points expended. If left unused, pain points fade after 1 minute. At 11th level, damage dealt your spirit shield also grants pain points. #### Syphoned Suffering At 6th level, your strikes bring about a great pain in your enemies, and a restorative force in you. Whenever you hit a creature with a weapon attack, if you expended any pain points, you gain double that amount as temporary hit points, which last until the start of your next turn. #### Bloodied Constitution When you reach 10th level, you can channel your innermost focus into a sustaining vigour. As a bonus action on each of your turns, you can expend one focus point, regaining hit points equal to your Wisdom modifier. If this healing would take you above your hit point maximum, you gain the remaining amount as temporary hit points. #### Armour of Blood Upon reaching 14th level, your spirit armour roils with a volatile power. Whenever a creature breaks your spirit armour, a burst of harmful energy pours out from you into your attacker. The target creature must succeed on a Constitution saving throw. On a failure, the target takes necrotic damage equal to your odysseer level. On a success, the target suffers half damage. \columnbreak #### Unyielding Pain By the time you reach 18th level, you can enter a state in which you can sacrifice your own life force to destroy your foes. As a bonus action on your turn, you can cause many of the veins on your body to burst. For 1 minute, you take 1d6 damage at the start of each of your turns. When you take this damage, it not only counts as an instance of damage for your power through pain feature, but it also grants your next weapon attack, or use of your shield art you make before the end of your next turn a bonus equal to the damage rolled. This feature only ends when the time runs out, or your fall unconscious, after which, you cannot use it again until you complete a long rest. ## Multiclassing ***Ability Score Minimum.*** Constitution 13, Wisdom 13 ***Proficiencies Gained.*** light armour, medium armour, shields, one artisan's tool of your choice \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
When I first encountered this class by /u/Jude-Baldonado, I found its core features to be pretty fun, but its overall spell-clone system that it originally had. So, I axed the petitions that it previously had, instead opting for third casting. I also did some reduxing of the classes archetypes, as well as an additional vanguard.
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