Visionary (1.0)
An elf, surrounded by thick, worn tomes, descends deep into meditation while focused on a clean-cut crystal. When her eyes open again, she finds herself in a vast dream, a shadowy figure offering to guide her to new knowledge.
A dwarf stands stalwart between his allies and a red dragon. As the dragon rears up and unleashes its fire breath, the dwarf raises his shield and invokes a shimmering barrier around his party.
Secluded deep in the woods, a human toils away at different concoctions and brews, occassionally "listening" to a small bone charm hanging from his neck.
To achieve a vision requires time, patience, and practice. And with the honing of body, mind, and magic, a visionary looks to make themselves and what they desire something greater, set apart from the other warriors and mages of the world.
Between Minds
Visionaries across the world, regardless of their methods, tap into the general subconscious captured in the magic that permeates the world. From this dreaming world, they learn new skills and spells as strokes of sudden inspiration. It's this delving into the secrets of the world that gives the visionary an air of mystery and the ability to break through the typical barriers of magic. Magic from study, faith, or expression is all captured within the world, and it awaits a visionary willing to grasp it.
More than an Order
While they fall under a similar title, not all visionaries reach their magic through the same methods, nor do they share the same goals and desires. Some visionaries, akin to wizards and other studious magicians, are given only glimpses of what they want to know, and must study and perfect their arts in order to fully improve. Others may be closer to paladins and bards, gaining their magic in full force through strokes of inspiration, and calling upon their excesive willpower to unleash it. Then there are those akin to clerics and druids, drawing their magic from a natural connection and intuition to magic itself, devoting their self to the channeling of it.
Because visionaries are so few and far between, they are often mistaken for other practitioners of magic. But it's up to each individual whether they follow this trend or break the mold and show the world what is truly capable.
Visionary Focus
Whether it's a byproduct of their studies, or the very reason they began on their path, each visionary has a focus that gives them a bridge to the subconscious. A focus can come in many forms, though the physical appearance of it doesn't matter. It's all up to the visionary to make use of the focus' capabilites.
Visionary Focuses
| d6 | Focus |
|---|---|
| 1 | A damaged and battered medallion, fine craftsmanship showing underneath its wear. |
| 2 | An old staff of an evil necromancer, taken and reformed for more altruistic pursuits. |
| 3 | A finely-cut jewel, lined in precious metals along its edges. |
| 4 | A family crest handmade by yourself, though you can't ignore the minor imperfections. |
| 5 | A collection of glass shards that float and orbit around each other. |
| 6 | An old tome, its blank pages filling in as you learn and grow. |
Origin
Not every visionary consciously chose their path, sometimes being pulled into it unwillingly. What makes the visionary isn't their beginning, but where they go from it.
Origins
| d6 | Origin |
|---|---|
| 1 | You were gifted a family heirloom, unaware it was a visionary's focus. |
| 2 | You found the body of a visionary, claiming its focus and studies from it. |
| 3 | You planned to study under a wizard, but instead met a visionary and became their apprentice. |
| 4 | You are the first visionary of your line, coming into its studies and powers by chance. |
| 5 | You were part of a monastery or temple, but diverged from your normal studies to that of a visionary. |
| 6 | After coming in contact with otherworldy forces, you and a cherished keepsake both formed a connection to the world's subconscious. |
Subconscious World
When meditating with their focus, visionaries find themselves deep in the subconscious world. The form of this world is different for each visionary, though the result of entering it is always the same: working towards new secrets and knowledge.
Subconscious Worlds
| d6 | Subconscious World |
|---|---|
| 1 | Vast, ornate halls that hide untold knowledge behind its countless doors. |
| 2 | A mirror of the Material Plane, sufficiently altered or warped. |
| 3 | A scene buried deep in your memories, which you must relive to find new magic. |
| 4 | An unfamiliar place, not outwardly hostile but nonetheless unsettling. |
| 5 | A surreal dreamscape where up is down and night is day. |
| 6 | A space resembling another plane entirely, for better or worse. |
Quick Build
You can make a visionary (semi) quickly by following these suggestions. If you are an Eye of Clarity or an Eye of the Colossus, first put your highest ability score in Strength or Dexterity, followed by your spellcasting ability. Second, choose the soldier background.
If you are an Eye of Insight, first put your highest ability score in Wisdom, followed by Constitution. Second, choose the hermit background.
Visionary
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Rites |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Opened Eye, Vigilance | — | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — | — |
| 3rd | +2 | Rites | 3 | 3 | — | — | — | — | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | 2 |
| 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — | 3 |
| 6th | +3 | Eye Feature | 4 | 4 | 2 | — | — | — | 3 |
| 7th | +3 | Honed Mind | 5 | 4 | 3 | — | — | — | 4 |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | 4 |
| 9th | +4 | ─ | 5 | 4 | 3 | 2 | — | — | 5 |
| 10th | +4 | Eye Feature | 6 | 4 | 3 | 2 | — | — | 5 |
| 11th | +4 | ─ | 6 | 4 | 3 | 3 | — | — | 6 |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | — | — | 6 |
| 13th | +5 | Longevity | 7 | 4 | 3 | 3 | 1 | — | 6 |
| 14th | +5 | Eye Feature | 7 | 4 | 3 | 3 | 1 | — | 7 |
| 15th | +5 | Overload | 7 | 4 | 3 | 3 | 2 | — | 7 |
| 16th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 2 | — | 7 |
| 17th | +6 | ─ | 8 | 4 | 3 | 3 | 3 | 1 | 8 |
| 18th | +6 | Lesser Immortality | 8 | 4 | 3 | 3 | 3 | 1 | 8 |
| 19th | +6 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 2 | 8 |
| 20th | +6 | Evolved Spellcasting | 10 | 4 | 3 | 3 | 3 | 2 | 8 |
Multiclassing
If you wish to multiclass into or out of visionary, you need the following requirements. If you multiclass into visionary, you gain the proficencies listed.
Requirements. Constitution 13 and Intelligence/Wisdom/Charisma 13
Proficiencies. Light armor, medium armor, shields, simple weapons.
Class Features
As a visionary, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per visionary level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per visionary level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a simple weapon or (b) a martial weapon (if proficient)
- (a) a explorer's pack or (b) an scholar's pack
- a shield and a visionary focus
Opened Eye
At 1st level, you devote yourself to a specific way of learning and growing, otherwise known as an Eye. Choose one of the following: the Eye of Clarity, the Eye of the Colossus, or the Eye of Insight, each of which is detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.
Vigilance
Also at 1st level, your training as a visionary has kept your mind alert, always looking for the perfect opportunity. When you make a skill check or Initiative roll, you can choose to reroll the result. You must take the new roll. You do so after you see your roll, but before you know the outcome of it.
You can use this feature once, and regain the use of it at the end of a short or long rest. At 6th level, you can use this feature twice before running out of uses.
Fighting Style
At 2nd level, your training in a particular style of fighting has come to fruition. 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.
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 a 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.
Additional Fighting Styles
With DM permission, you can choose to take the one of the new fighting style options as presented in the Unearthed Arcana Class Features Variants.
Spellcasting
When you reach 2nd level, your attempts in connecting to the magic and subconscious in the world around you have succeeded in giving you the ability to weave spells from nothing but your focus and skill.
Spell Slots
The Visionary 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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the visionary spell list.
The Spells Known column of the Visionary table shows when you learn more visionary spells of your choice. Each of these spells must be for a level for which you have.
Additionally, when you gain a level in this class, you can choose one of the visionary spells you know and replace it with another spell from the visionary spell list, following the same rules as learning new spells.
Spellcasting Ability
Your spellcasting ability is determined by your Eye, as shown below.
| Visionary Eye | Spellcasting Ability |
|---|---|
| Eye of Clarity | Intelligence |
| Eye of the Colossus | Charisma |
| Eye of Insight | Wisdom |
The spellcasting ability is used for your spell attack modifier and saving throw DC, as well as for any features which refer to your spellcasting ability.
Spell Save DC
Spell attack modifier
Visionary Focus
A visionary focus is a unique item a visionary uses to channel magic or to learn and practice their rites. It can come in several forms listed below. Note that an emblem is mounted or inlaid on a shield.
| Item | Cost | Weight |
|---|---|---|
| Book | 10 gp | 3 lb. |
| Emblem | 5 gp | - |
| Staff | 5 gp | 4 lb. |
| Amulet | 10 gp | 1 lb. |
Rites
Starting at 3rd level, your studies and meditation have lead to the unveiling of secret knowledge and practices known as rites. You know 2 rites, and the Rites column of the Visionary table shows when you learn additional rites.
Rites are separated by level requirements, and you must meet the corresponding visionary level before choosing them. Some rites also have other restrictions or prerequisites as listed.
Additionally, whenever you gain a level in this class, you can exchange a rite you know with another rite of your choice. The new rite can not be of a higher level requirement than what you would have been able to have with the old rite. For instance, you can not replace a rite you learned at 6th level with a rite that requires you to be at least 9th level, regardless of your current level. You also can not replace a rite that is a prerequisite for another rite you know.
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, whenever you take the Attack action on your turn.
Honed Mind
At 7th level, your mind has become geared towards resisting certain effects due to your training. You become proficient in saves using your spellcasting ability, determined by your Eye.
Longevity
Starting at 13th level, the magics you've found during your growth as a visionary have infused you with vitality. You no longer suffer the effects of old age, and magic can't age you. You can still die of old age. Additionally, you no longer need sleep. You still require long rests as normal.
Overload
At 15th level, you gain the ability to surge yourself with magic in order to perform greater feats. When you make an attack roll, ability check, or saving throw, you can choose to expend a spell slot in order to enhance the roll. You do so after knowing if the roll succeeded or failed. For each slot level of the expended spell slot, you increase the roll by 1d6, potentially causing it to succeed if it had originally failed.
Lesser Immortality
At 18th level, you realize that you can't uncover all the secrets of the planes with your short life. Your lifespan doubles, and you have advantage on death saving throws.
Evolved Spellcasting
At 20th level, you have reached your peak potential with the arcane arts, but that still isn't enough. You learn one 6th-level spell of your choice from the visionary spell list.
Once per long rest, you can use this feature to cast a 6th-level spell you know.
Opened Eye
All visionary magic comes from study and meditation, but how each visionary channels that magic is different. Depending on how a visionary calls upon the magic they have learned, they fall under one of several Eyes: loose terms and groups coined by organized visionaries.
It's important to remember that Eyes aren't a way of life, more so a way of study. Even if two visionaries share a similar source of power, they are by no means beholden to loyalty or similar goals.
Eye of Clarity
With their immaculate perfectionism, Eyes of Clarity seek the peak form of body and mind. Combining their martial prowess with rigid study and memorization of their rites and spells, these visionaries take to the battlefield to elevate themselves above all others.
Eye of Clarity Features
| Visionary Level | Feature |
|---|---|
| 1 | Rigorous Training, Blade Arts |
| 6 | Spellblade |
| 10 | Unwavering Mind |
| 14 | Arcane Might |
Rigorous Training
When you choose this Eye at 1st level, you gain proficiency with martial weapons and the Arcana skill. These new skills are a product of your intense training that outclasses other visionaries.
Blade Arts
Also at 1st level, your training with weapons allows you to employ the use of blade arts, feats of skill and minor amounts of magic. Once per turn, you can declare you are performing a blade art. You do so when you make an Attack as part of the attack action, but before you make an attack roll, unless otherwise stated.
You learn two blade arts when you gain this feature. Whenever you gain a visionary level, you can choose to replace a blade art you know with another blade art of your choice.
Brutal Art. If the attack hits, the target must make a Strength saving throw if they are no more than one size larger than you. On a failure, the target is knocked prone.
Crippling Art. If the attack hits, the target's speed is reduced by 10 feet until the end of their next turn. At 6th level, the speed reduction is increases to 15 feet.
Fleeting Art. Either before or after you make the attack, you can move up to 5 feet. If you attempt to move into the space of a creature who is Large or smaller, you instead move to the opposite side of it. At 6th level, you can move up to 10 feet instead and can move to the opposite side of Huge or smaller creatures.
Spellblade
By 6th level, your blending of martial prowess and magical skill has become more precise and fluid. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d6 damage of your chosen damage type.
You can change your chosen damage type to another damage type on the list at the end of a long rest.
Additionally, you learn the absorb elements spell if you do not already know it, and it doesn't count against the amount of spells you know.
Spell DCs before Spells?
Some visionary features make use of your spellcasting DC before you even have access to the Spellcasting feature. Regardless, make use of the DC as written despite your level.
Unwavering Mind
At 10th level, the potential of your mind flourishes and prospers. You have resistance to psychic damage and learn one additional rite of your choice.
Arcane Might
At 14th level, your tampering with magic has infused you with its power. The damage of your spellblade feature increases to 1d8. Additionally, you learn one additional blade art, and you can choose from the following options:
Eviscerating Art. As an action, you can make a melee weapon attack against all creatures within range of the weapon.
Vaulting Art. As an action, you can leap into the air, up to a maximum height equal to your Strength or Dexterity score (whichever is higher). This movement does not trigger attacks of opportunity, nor does it cause any damage to you unless you fall further than you initially leaped. At any point during the jump, you can make a weapon attack. If the attack hits, you deal an additional 2d6 damage. If the creature is flying, it must succeed on a Strength saving throw against your visionary spell DC or be knocked prone.
Eye of the Colossus
Known as wardens and watchers, Eyes of the Colossus are upheld by their strength of body and will, and a desire to protect that which is dearest to them. Receiving their knowledge of magic and rites though strokes of inspiration, Eyes of the Colossus can then channel their magic akin to a paladin or sorcerer using their pure willpower.
Eye of the Colossus Features
| Visionary Level | Feature |
|---|---|
| 1 | Guardian's Training, Warden's Shield |
| 6 | Rallying Ward |
| 10 | Emissary of Earth |
| 14 | Titan's Endurance |
Guardian's Training
When you choose this Eye at 1st level, you gain proficiency in the Persuasion or Intimidation skill (your choice). You also gain an additional option for your Fighting Style at 2nd level:
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.
Warden's Shield
Also at 1st level, you learn the rituals necessary to bond to a shield, making it a symbol of your training and spirit. You can bond to a shield through a 1 hour ritual to turn it into a Warden's Shield.
Your Warden's Shield counts as a visionary focus and can be used as a weapon, dealing 1d6 bludgeoning damage. If you have a hand free, the shield's damage increases to 1d8. Additionally, once per turn you can use the Warden's Shield to perform one of the special attacks listed below:
Concussive Strike. You can throw the shield as if it had the thrown property with a range of (20/60). Regardless of whether the attack hits or misses, the shield immediately returns to you.
Warden's Charge. As part of this melee attack, you can move up 5 feet towards a creature you can see and then attack. On a hit, the target creature must make a Strength saving throw against your visionary spellcasting DC, being pushed 5 feet away from you on a failed save.
If your shield is lost or destroyed, you can bond to a new one. You can only be bonded to one shield at a time.
Bonding to Magic Items
The Warden's Shield retains all properties of the bonded shield, including unique effects and bonuses, such as being a +1 shield. Additionally, using a magic shield as a weapon causes it to deal magical damage.
Rallying Ward
Starting at 6th level, you can extend your will to shield your allies from harm. As a reaction to an allied creature you can see within 15 feet taking damage, you can grant temporary HP equal to three times your Charisma modifier (minimum of 3) to all allied creatures you can see within 15 feet. This temporary HP lasts until the start of your next turn.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. You can also expend a 2nd-level spell slot to use it again.
At 16th level, the range of this feature increases to 30 feet.
Emissary of Earth
Upon reaching 10th level, you are infused with an earthen might, steeling your body against attacks. While wearing armor, you gain a +1 bonus to your armor class.
As a bonus action while in contact with the ground, you can steel yourself. Until the start of your next turn, you can't be moved against your will.
Titan's Endurance
At 14th level, you have become a paragon for your allies through your sheer will and might. While below half your maximum hit points, you have resistance to bludgeoning, slashing, and piercing damage.
Eye of Insight
Known as witchknights, Eyes of Insight draw their knowledge from insight and intuition, connecting them to the occult magics and weirdness hidden in the world around them. Channeling this power through them, Eyes of Insight curse their adversaries and bless their allies.
Eye of Insight Features
| Visionary Level | Feature |
|---|---|
| 1 | Coven Training, Witchfire |
| 6 | Witch's Lantern |
| 10 | Occultist's Luck |
| 14 | Strange Enlightenment |
Coven Training
When you choose this Eye at 1st level, you gain proficiency with alchemist's supplies and the Medicine or Nature skill (your choice).
Additionally, you can cast a visionary spell as a ritual if that spell has the ritual tag.
Witchfire
Also at 1st level, your dabbling in the occult has gifted you with the ability to create a baleful fire and hurl it at your adversaries.
You gain a new attack option. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. The attack deals 1d8 fire damage on hit.
At 5th level, the damage of Witchfire increases to 1d10, and your witchfire features ignore resistances to fire damage. At 10th level, your witchfire features consider immunities to fire damage resistances instead.
Witch's Lantern
At 6th level, you expand on the fundamentals of your power, learning to turn your witchfire into an ominous lantern. As an action, you can create a witch's lantern in the form of a small fire that orbits you. When you create this lantern, choose whether it's a benevolent lantern or malevolent lantern, determining its effects.
Benevolent Lantern. When you summon this lantern, as well as a bonus action on subsequent turns, you can restore 1d4 hit points to a creature within 15 feet of the lantern. Malevolent Lantern. When you summon this lantern, all creatures of your choice within 15 feet of the lantern must make a Wisdom saving throw, taking 1d6 psychic damage on a failure. Any creature of your choice who starts their turn in the lantern's range must also make the saving throw, taking the damage on a failed save.
You concentrate on the lantern as if you were concentrating on a spell. When you lose concentration, or after 1 minute, the lantern disappears.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. You can also expend a 2nd-level spell slot to use it again.
Occultist's Luck
Starting at 10th level, you learn mystical chants that allow you to bend fate just enough to be in your favor. As a reaction to a creature making an attack roll or saving throw, you can roll a d8. You add or subtract the result of that roll from the target creature's attack roll or saving throw. If you are subtracting the result, the creature makes a Wisdom saving throw, resisting the effect on a success.
You can use this feature an amount of times equal to your Wisdom modifier, regaining all uses on a long rest.
Strange Enlightenment
At 14th level, you have stared deep into otherwordly forces and they stared back. You gain the following features:
- You can sense the presence of any aberrations, celestials, feys, or fiends within 120 feet of you. You know the direction towards the creature but not its exact location, nor do you know any specific details about the creature asides from its creature type.
- You can communicate telepathically with any creature within 120 feet as long as they speak a language. They can respond to you and you and the target both understand each other regardless of if you share any languages.
- Creatures have disadvantage on saving throws against your Witch's Lantern and Occultist's Luck features.
Rites
Your rites are the key to advancing and growing as a visionary. Through deep meditation and study, rites appear in your mind as faint glimmers, before you reach out and take them for yourself.
If you lose access to a rite that expands your spell list, you lose all benefits it grants you, though crafted and modified items remain. Any additional spells known are lost, and any known spells you have normally that chose from the expanded spell list must be swapped out for any other valid spells.
For instance, if you lose access to the Stormborn rite and had chosen one of its listed spells as a known spell, you swap it for another one. You would also completely lose the extra known spell the rite gives you.
Unleveled Rites
Bladeweaver
You learn two of the following cantrips as visionary spells: booming blade, green-flame blade, guided blade Visionary, or lightning lure.
Once per turn, you can cast one of the cantrips you know on that list as an attack as part of the Attack action, however the cantrip gains no benefits based on your level when cast in this way. For the purpose of casting multiple spells per turn, this counts as casting a cantrip with an Action.
Blistering Speed
You enhance your speed with training and transmutative magics. Your base walking speed increases by 5 feet.
At 7th level, this bonus increases to 10 feet. Additionally, other creatures have disadvantage on attacks of opportunity against you if you use the Dash action on your turn.
Darksight
You gain darkvision out to a range of 60 feet. If you already had a source of darkvision, its range increases to 120 feet.
At 5th level, you learn the darkvision spell if you do not already know it, and it doesn't count against the amount of spells you know.
Eyeforge
When you take this rite, you modify an item of your choice to have eye-like patterns. You can modify additional items at a cost of 5 gp per item, with the modification taking one workday.
While a modified item is on your person, you can use your action to cause it to shine brightly, shedding bright light out to 15 feet, and dim light out to an additional 15 feet. You can end the light as a free action.
As a reaction when you are hit by an attack from a creature within 5 feet, you can burn the attacker with harmful light, dealing radiant damage to the attacker equal to your visionary level. After doing so, the light immediately ends.
Fundamental Learning
In order to excel as a practitioner of magic, you have to master the basics. You learn 2 cantrips of your choice. You learn an additional cantrip at 9th level.
Harvest
You unearth knowledge of spells fashioned specifically for enhancing your attacks. You learn either the hex spell or the hunter's mark spell, depending on your Opened Eye.
| Spell | Opened Eye |
|---|---|
| hex | Insight |
| hunter's mark | Clarity, Colossus |
Upon reaching 5th level, this rite evolves, allowing you to renew its magic. Once per long rest, when a creature affected by a hex spell or hunter's mark spell you casted as a visionary spell dies, you can use your bonus action to regain an expended 1st-level spell slot.
Infusion: Arcane Chaos
Prerequisite: Incompatible with other Infusion rites
In order to truly harness magic, you have to be able to make use of its most chaotic elements. You learn the acid splash cantrip. When you cast it, you can change the damage type to cold, fire, lightning, or poison.
Additionally, your spell list is expanded to have the following spells:
| Spell Level | Spell |
|---|---|
| 1st | chaos bolt |
| 2nd | dragon's breath |
| 3rd | protection from energy |
| 4th | polymorph |
You also learn an additional spell, provided it is on the expanded spell list given by this rite.
Infusion: Firebreather
Prerequisite: Incompatible with other Infusion rites
Your magic roars like flame, ready to be unleashed as a destructive force. You learn the produce flame cantrip, and your spell list is expanded to have the following spells:
| Spell Level | Spell |
|---|---|
| 1st | burning hands |
| 2nd | aganazzar's scorcher |
| 3rd | fireball |
| 4th | wall of fire |
You also learn an additional spell, provided it is on the expanded spell list given by this rite.
Infusion: Ghostwalker
Prerequisite: Incompatible with other Infusion rites
You learn some illusory tricks that allow you to creep through the night and muddle with the minds of others. You learn the minor illusion cantrip, and your spell list is expanded to have the following spells:
| Spell Level | Spell |
|---|---|
| 1st | silent image |
| 2nd | invisibility |
| 3rd | blink |
| 4th | greater invisibility |
You also learn an additional spell, provided it is on the expanded spell list given by this rite.
Infusion: Stormborn
Prerequisite: Incompatible with other Infusion rites
You feel a natural calling to storm magic, and lightning courses through your veins. You learn the shocking grasp cantrip, and your spell list is expanded to have the following spells:
| Spell Level | Spell |
|---|---|
| 1st | thunderwave |
| 2nd | warding wind |
| 3rd | lightning bolt |
| 4th | storm sphere |
You also learn an additional spell, provided it is on the expanded spell list given by this rite.
Visionary's Armaments
You learn the methods necessary to create your own weapons, unique armaments built for your hands only.
When you take this rite, you craft a weapon you are proficient in, making it an armament. The damage type of your armament can be bludgeoning, slashing, or piercing, instead of the weapon's normal damage type. You are considered proficient in your armaments.
Armaments you wield are considered magical for the purpose of overcoming resistances and immunities to non-magical damage.
You can craft additional armaments while you still have this rite. Each armament costs half the cost of the weapon it is fashioned after to make, and 1 day per 5 GP of the cost (rounded up, minimum of 1 day). Once you reach 5th level, you can transfer the bonus of a +1/+2/+3 weapon to an armament of your choice over the course of one workday. The original weapon loses its benefit, while the armament gains it. Once you reach 10th level, you can craft any weapon as an armament, regardless of your weapon proficiencies.
Voice of Thunder
You imbue your voice with thunderous might, serving both to command attention or harm your enemies. You learn the thaumaturgy and thunderous shout cantrips. When cast as a visionary spell, you can only use thaumaturgy to increase the volume of your voice as described in the spell.
Greater Blade Arts
Prerequisite: Eye of Clarity
You learn two additional blade arts of your choice, and have access to the following options:
Cleaving Art. After the attack hits and deals damage to its target, you can choose another creature within 5 feet of the initial target, attempting to catch it in your attack. You reuse the original attack roll against the creature, on a hit you deal the weapon's damage, but you don't add your ability modifier to the damage of the attack, unless that modifier is negative.
Fell Hand Art. You make the attack at disadvantage. If the attack hits, you reduce the creature's armor class by 2 until the start of its next turn.
Vorpal Art. The attack ignores half and three-quarters cover. If the attack hits, you deal additional damage equal to a roll of your blade art die. You can only perform this blade art with ranged attacks.
Living Ward
Prerequisites: Eye of the Colossus
You learn the spare the dying cantrip and the shield of faith spell as visionary spells. When you cast spare the dying, it grants the target a ward that blocks the next attack against them made within the next minute.
Occult Binding
Prerequisites: Eye of Insight
You learn the find familiar spell as a visionary spell. When you cast find familiar as a ritual, your familiar gains temporary hit points equal to your Wisdom modifier.
Witch's Armory
Prerequisite: Eye of Insight
With time, training, and occult practices, your weapons have become more in tune with your senses. When you attack with a weapon you are proficient with, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
5th Level Rites
Biting Blade
Your weapons become infused with negative energy, siphoning life from other creatures. Whenever you hit a creature with a weapon attack or Witchfire, you can expend a 1st-level spell slot to restore 2d4 hit points to yourself.
Depth Walker
You can breathe underwater, and you gain a swimming speed equal to your walking speed. Additionally, while underwater you can see through darkness and dim light as if it were bright light out to a distance of 120 feet.
Forceful Shout
Prerequisite: Voice of Thunder
Your booming voice becomes even more dangerous, washing over hordes of enemies. When you cast the thunderous shout cantrip, you can choose to expend a 1st-level spell slot to change the cantrip to instead target all creatures within a 30-foot cone.
Hall of Memories
Using your visionary focus, you can commune with the memories and magic reserved in it, or that of the general subconscious of the world. Once per long rest, you can cast the augury spell for free, using your visionary focus in place of the regular material components.
Improved Armaments
Prerequisite: Visionary's Armaments
You enhance an armament with a strange contraption of artifice, granting it one of the following benefits:
Bolt. The armament gains a secondary attack, allowing you to make a ranged attack with it as if it were a light crossbow or hand crossbow (your choice when taking the benefit).
Cantrip. Choose one cantrip of your choice that requires an attack roll. The wielder of the armament can cast that cantrip through the armament using your spellcasting ability.
Chain. As an attack as part of the Attack action, you can fire a chain out of the weapon. The chain has the finesse property and a range of 30 feet. On a hit, it forces the target to make a Strength (Athletics) or Dexterity (Acrobatics) check against the attack roll, being pulled to a spot adjacent to you on a failure. The target automatically succeeds on the check if it is a size or more larger than you. You can choose to instead pull yourself to a spot adjacent to the creature if it is your size or larger.
Each armament can only have one enhancement. You can change the enhancement on an armament, or enhance another armament, over the course of one workday. Enhancing another armament costs 10 gp.
Magic Arms Master
Prerequisite: You know a spell or rite that summons a weapon
Your skill with weapon-summoning spells, such as flame blade or shadow blade, starts to shine. While wielding weapons summoned by spells or by rites, you have advantage on concentration checks made to maintain the spell, and once per turn you can reroll one of the damage die of the summoned weapon. You must take the new roll.
Mighty Form
Your body becomes more physically powerful, granting you the following benefits:
- You count as one size larger for the purpose of determining how much you can carry or push, drag, or lift.
- Your standing long jump and standing high jump distances are the same as your running long and high jumps respectively.
- You have advantage on contested Athletics checks, such as those made for grappling and shoving.
Refocus
Once per long rest when you finish a short rest, you can refocus and recover some of your expended spell slots. The spell slots can have a combined level that is equal to or less than a fourth of your visionary level (rounded down).
Soulseer
As a bonus action, you can expend a 1st-level spell slot to summon the Soulseer in a free hand. A magic weapon once forged by a powerful visionary, the Soulseer is a ranged weapon with the Ammunition (20/80) and Loading properties, though it generates its own ammo and doesn't require a free hand to reload.
You are considered proficient in this weapon and add your Dexterity modifier to its attack and damage rolls. On a hit, the soulseer deals 1d10 radiant (if you are good or neutral) or necrotic (if you are evil) damage.
The soulseer lasts for 1 minute. If the weapon leaves your hand at any time during this duration, it disappears, but it can be resummoned as a bonus action at no cost.
Sunlight Blade
You learn the flame blade spell if you do not already know it, and it doesn't count against the amount of spells you know. When you deal damage with flame blade, you can choose to do radiant damage instead of fire damage.
Untapped Potential
You modify your learnings in order to tap into the skills of other visionaries. You gain a feature from one Opened Eye other than yours, as listed below:
| Opened Eye | Feature |
|---|---|
| Clarity | Blade Arts |
| Colossus | Warden's Shield |
| Insight | Witchfire |
If a feature refers to the Eye's spellcasting ability, replace it with your own.
Extended Lantern
Prerequisite: Eye of Insight, Incompatible with Wandering Lantern
The range of your Witch's Lantern increases to 30 feet for both of its forms.
Greater Spellblade
Prerequisite: Eye of Clarity, Spellblade feature
You expand on the basics of your spellblade to capture rarer forms of magic. The list of potential damage types for your Spellblade feature extends to include necrotic, psychic, and radiant. Additionally, the reaction you take with the Spellblade feature can be used against necrotic, psychic, or radiant damage in additional to its normal damage types.
Additionally, when you cast absorb elements as a visionary spell, you can use it in reaction to necrotic, psychic, or radiant damage.
Novafire
Prerequisite: Eye of Insight
You can overload your witchfire with magic, causing it to explode on impact. When you make an attack roll for your Witchfire, you can choose to expend a 1st-level or higher spell slot to charge it. Regardless of whether it hits or misses, the witchfire explodes. The target of the attack and all creatures within 5 feet of it must succeed on a Dexterity saving throw against your visionary spell DC or take 2d6 fire damage.
When charging the novafire with a spell slot higher than 1st-level, the damage increases by 1d6 for each slot level above 1st.
Seize the Advantage
Prerequisite: Eye of Clarity
You condition yourself to make the most of your adversaries' moments of weakness. When you make an attack of opportunity, you can make it a blade art, provided the blade art isn't capable of targeting more than one creature.
Wandering Lantern
Prerequisite: Eye of Insight, Incompatible with Extended Lantern
Your Witch's Lantern can now separate from yourself and float through the battlefield. When you summon the lantern, it can instead be summoned in an unoccupied space within 60 feet of you. As a bonus action on each of your turns, you can move the lantern up to 30 feet in any direction. The lantern can reattach to you and move with you if you occupy the same space as it, and it disappears if it is ever more than 60 feet away from you.
Warden's Rebuke
Prerequisite: Eye of the Colossus
As a reaction to taking damage from a creature within 5 feet of you, you can raise your Warden's Shield to absorb some of the blow, then retaliate. You reduce the incoming damage by 1d8, then make a melee attack against the triggering creature with your Warden's Shield.
Wreathe in Flame
Prerequisite: Eye of Insight
As a bonus action, you can expend a 2nd-level spell slot to engulf your weapons in baleful fire. For the next minute, your weapon attacks deal an additional 1d6 fire damage. This counts as a witchfire feature for the purpose of effects that alter its damage.
9th Level Rites
Aspect of the Giants
You steal away some of the giants' magic. You learn the enlarge/reduce spell as a visionary spell, this spell doesn't count against the amount of spells you know.
Once per long rest, you can cast this spell without expending a spell slot, but you must cast it on yourself and can only use it to enlarge.
Divine Voice
Prerequisite: Voice of Thunder
Your voice gains a radiant property, becoming a greater boon to your allies, or weapon to your enemies.
As an action, you can expend a 2nd-level spell slot to shout out an inspiring war cry, giving each of your allies a d6. Within the next minute, the creature can add a roll of the d6 to an attack roll they make, or roll it as a bonus action and gain the result as temporary health.
Additionally, you can choose to deal radiant damage, instead of thunder damage, with the thunderous shout cantrip.
Double Vision
Prerequisite: Soulseer
The Soulseer no longer has the Loading property. When you fire the Soulseer, you can choose to ignore rolling at disadvantage when attacking with the weapon's second range increment, at the cost of reducing the damage die to 1d8.
Foresight
Prerequisite: Soulseer
As a reaction to a melee weapon attack, you can make a weapon attack with the Soulseer at the attacker, provided it is summoned and can be fired. For the purpose of this attack, you ignore disadvantage imposed by being within 5 feet of another creature. On a hit, you impose disadvantage on the creature's attack.
Hands of Hellfire
As an action, you can expend a 2nd-level spell slot to summon two matching weapons to your hand, brimming with bright fire. You are proficient in these weapons, they possess the finesse property, and attacks with them deal 1d4 bludgeoning, slashing, or piercing damage, as appropriate to the weapon plus 1d4 fire damage. If you are wielding both weapons, they also gain the light property.
The weapons last for 1 minute. If either weapon leaves your hand at any time during this duration, it disappears, but up to both weapons can be resummoned as a bonus action at no cost.
Vampyre
Prerequisite: Biting Blade
You imbue yourself with dark magics, giving you some of the benefits of vampires without the weakness of an unholy thirst. You gain the following features:
- You gain darkvision out to a range of 60 feet. If you already had a source of darkvision, its range increases to 120 feet.
- When you use Biting Blade, you deal additional necrotic damage on hit equal to the amount you heal for.
- As an action, you can expend a 1st-level spell slot to make an attack as if with the vampiric touch spell.
Accursed Flame
Prerequisite: Eye of Insight
Your Witchfire becomes a blackened flame, burning away at flesh and soul alike. You can choose to do necrotic damage, instead of fire damage, with your Witchfire or witchfire features. When you deal damage to a creature with a witchfire feature, you can choose to wreath it in black flame, having the following effects:
- You know the creature's exact location provided it is within 120 feet of you.
- As a bonus action, you can expend a 2nd-level spell slot to expunge the flame, searing the creature. The creature must make a Constitution saving throw, taking 3d10 fire or necrotic damage (your choice) on failed save, or half as much on a successful save. If this damage kills the target, you gain temporary hp equal to half the damage dealt (rounded up).
The flames last for 1 minute, until you expunge them, or until you let them fade naturally. You can only affect one creature at a time.
Ageless Might
Prerequisite: Eye of the Colossus
With time and patience comes greater might, allowing you to further push away the enemy. Your Warden's Shield special attacks are enhanced as shown:
Concussive Strike. After making an attack with Concussive Strike, you can use your subsequent attacks to cause the shield to bounce towards another target. Make a thrown weapon attack the same as before, but the attack instead originates from the position of the original target, regardless of if the first attack hit or missed.
Warden's Charge. You can now move up to 10 feet towards a creature you can see before making the attack, and may push the target 10 feet away instead of 5 on a failed save.
Frenzied Arts
Prerequisite: Eye of Clarity
With renewed vigor, you can lash out at your enemies with more speed and precision that naturally possible. If you perform a blade art on your turn, you can make one additional attack as part of the same action.
You can use this feature twice, regaining all uses on a long rest.
14th Level Rites
Artifact Forger
Prerequisite: Visionary's Armaments
With skill, patience, and magic, you can transform your armaments into powerful artifacts.
When you take this rite, you transform an armament of your choice into an artifact. Artifacts gain a +1 bonus to their attack and damage rolls, if they do not already have a +1/+2/+3 bonus.
Additionally, you infuse the item with a 3rd-level or lower spell of your choice. While wielding this armament, you can cast the infused spell using the item as a material component once per long rest, using your spellcasting ability.
Other creatures can attune to your artifact as if it were a magic item, becoming proficient in it and gaining access to the additional properties of the artifact as if they were you.
You can only have one artifact at a time. Over the course of three workdays, you can transform a different armament into an artifact, causing the original artifact to transform back into an armament. You can transfer any +1/+2/+3 bonuses from the original artifact to the new artifact when you do this.
Bring Down the Heavens
You become empowered with fire, either freely given or stolen from the Upper Planes. You learn the flame strike spell. When used against fiends or undead, this spell ignores resistances to either of its damage types.
Life Eternal
Prerequisite: Eye of the Colossus
You have become a living, breathing symbol of vitality and courage. As a bonus action, you can expend a 3rd-level spell slot to infuse yourself with life for 1 minute. While this effect is active, you regain hit points equal to 2d4 + your Charisma modifier at the start of each of your turns.
Volatile Magic
Prerequisite: Eye of Clarity
The raw force of your spells infuse your weapons with destructive might. After casting a spell of 1st level or higher, you can add the bonus damage of your Spellblade feature to all weapon attacks you make. While this effect is active, your spellblade damage can be one of the damage types of the triggering spell, if the spell has any. This effect lasts for an amount of rounds equal to half the level of the casted spell, rounded down (minimum of 1). You can't use this feature again while it persists.
Witch's Wrath
Prerequisite: Eye of Insight
Once per turn, when you hit a creature with your Witchfire you can expend a 3rd-level spell slot to cast fireball at 3rd level, with the spell centered on the creature you hit. Additionally, you learn the fireball spell if you do not already know it, and it doesn't count against the amount of spells you know.
Visionary Spell List
1st Level
- Absorb Elements
- Cause Fear
- Compelled Duel
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Expeditious Retreat
- False Life
- Heroism
- Identify
- Jump
- Longstrider
- Protection from Evil and Good
- Sanctuary
2nd Level
- Arcane Beam Visionary
- Blindness/Deafness
- Daring Dive Visionary
- Darkvision
- Detect Thoughts
- Enlarge/Reduce
- Find Steed
- Flame Blade
- Locate Object
- Magic Weapon
- Misty Step
- Shadow Blade
3rd Level
- Counterspell
- Crusader's Mantle
- Dispel Magic
- Fear
- Life Transference
- Phantom Steed
- Thunder Step
- Vampiric Touch
- Yin's Lightning Spear Visionary
4th Level
- Arcane Eye
- Elemental Bane
- Find Greater Steed
- Fire Shield
- Locate Creature
5th Level
- Dispel Evil and Good
- Legend Lore
- Scrying
- Skill Empowerment
- Steel Wind Strike
6th Level
- Bones of the Earth
- Investiture of Flame
- Investiture of Ice
- Investiture of Lightning Visionary
- Investiture of Stone
- Investiture of Wind
- True Seeing
Custom Spells
All spells tagged "Visionary" are new to the visionary class. If a spell can be learned by other classes as well, it is marked as such.
Arcane Beam
2nd-level evocation
- Classes: Sorcerer, Visionary, Wizard
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
A violent beam of energy forms a line 30 feet long and 5 feet wide and shoots out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 4d6 force damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the length increases by 5 feet for each slot level above 3rd. When you cast this spell using a 4th-level or higher spell slot, you can increase the width of the beam increases to 10 feet.
Guided Blade
Evocation cantrip
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a melee weapon)
- Duration: Instantaneous
You infuse a weapon with crackling, static magic, drawing it to your grasp. As part of casting this spell, you must make a ranged attack by throwing the weapon at a target within range. On a hit, the attack deals damage as normal before returning to your hand, provided it is not restricted or stuck in any way.
Optionally, you can cast this spell to drag a weapon within range to your hand, with the same restrictions on whether it can return applying as normal.
At 5th level, the attack deals an extra 1d6 lightning damage to the target. The damage increases to 2d6 at 11th level and 3d6 at 17th level.
Daring Dive
2nd-level evocation
- Classes: Bard, Paladin, Ranger, Sorcerer, Visionary, Wizard
- Casting Time: 1 action
- Range: Self (30-feet line)
- Components: V, S
- Duration: Instantaneous
You become wreathed in a brilliant light that shields you as you charge into the fray or back to safety. Upon casting this spell, you fly 30 feet in a direction of your choice. While moving in this way, you do not trigger opportunity attacks.
At any point during this movement, you can make a melee spell attack against a creature within 5 feet of you. On a hit, you deal 4d6 bludgeoning damage and the creature knocked prone. Instead of knocking them prone, you can choose to pull them with you for the remainder of the spell's movement, keeping them adjacent to you when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and you can choose to move an additional 5 feet for each slot level above 2nd.
Investiture of Lightning
6th-level transmutation
- Classes: Druid, Sorcerer, Visionary, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, wrathful lightning courses through your body, and you gain the following benefits:
- You are immune to lightning damage and have resistance to fire damage.
- You gain a flying speed equal to your walking speed, but can go no higher than 10 feet from the ground. If you are higher than 10 feet, you float down at the end of your turn.
- As an action, you can send fierce lightning towards up to three creatures you can see. Each creature must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderous Shout
Evocation cantrip
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
You shout at an target you can see within range using your empowered voice. The target must succeed on a Constitution saving throw or take 1d8 thunder damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Yin's Lightning Spear
3rd-level evocation
- Classes: Visionary
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
A large spear of pure, crackling lightning forms in your hand. It deals 3d8 lightning damage on a hit and has the versatile (3d10) and thrown (20/60) properties. When wielded with two hands, its range increases to 10 feet.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th- level spell slot, the damage increases to 4d8 (4d10). When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d8 (5d10). When you cast it using a spell slot of 7th level or higher, the damage increases to 6d8 (6d10).