PART I
Summary of Content
Table of Contents
| Page # | Content |
|---|---|
| 3 | Part 2: Classes |
| 4 | • Introduction |
| 6 | • The Artifact |
| 15 | • The Beacon |
| 26 | • The Chrononaut |
| 35 | • The Deadwalker |
| 48 | • The Disciple |
| 55 | • The Fisherman |
| 64 | • The Launcher |
| 72 | • The Leech |
| 84 | • The Mistborn |
| 98 | • The Psychic |
| 108 | • The Scout |
| 113 | • The Seer |
| 119 | • The Slayer |
| 130 | Part 3: Customization |
| 130 | • Multiclassing |
| 131 | • Attunement Similarity |
| 131 | • Exotic Weapon Proficiencies |
| 132 | Part 4: Weapons |
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. |
| Beacon | A mastermind and battlefield coordinator, using special magical Lighthouses and Shinsu magic to assist their party from the back lines. | d8 | Intelligence | Constitution & Intelligence | Light and medium armor, shields, simple weapons, hand crossbows, shinsu bombs |
| Chrononaut | A time traveling scientist with power in their convictions and advanced technology from the far future. | d8 | Dexterity & Intelligence | Dexterity & Intelligence | Light armor, simple weapons, hand crossbows, heavy crossbows, and all one-handed firearms |
| Deadwalker | A warrior who has walked back from the Grey Realms of death, and utilizes equipment stolen from those dark places. | d10 | Strength or Dexterity & Wisdom | Strength & Wisdom | Light and medium armor, simple and martial weapons, war scythes |
| 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 |
| 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 |
| Launcher | A thrown weapon specialist who uses Shinsu magic to infuse their thrown attacks with power. | d10 | Strength & Wisdom | Strength & Wisdom | Light and medium armor, shields, simple weapons, halberds, pikes, and tridents |
| Class | Description | Hit Die | Primary Ability | Saving Throws | Armor and Weapon Proficiencies |
|---|---|---|---|---|---|
| Leech | A tribesman who steals blood and learns bone magic from ancient, bound Titans deep beneath the earth. | d10 | Strength or Dexterity & Charisma | Constitution & Charisma | Light and medium armor, simple 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. | d8 | Intelligence | Intelligence & Wisdom | Simple weapons |
| Scout | An dexterous speedster capable of manipulating Shinsu to reach near sonic speeds. | d8 | Dexterity | Strength & Dexterity | Light armor, simple weapons, shortswords, needles, hand crossbows |
| Seer | A trained manipulator of chronomancy, able to see and manipulate the Time-Flow using games and visions. | d8 | Wisdom | Wisdom & Intelligence | Light armor, simple weapons |
| Slayer | A magical fighter who manipulates the power of natural Shinsu with the assistance from a mysterious Administrator to create spectacular pact magics. | d8 | Charisma | Wisdom & Charisma | Light armor, simple weapons, shortswords, needles |
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 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 Deadwalker, Leech, 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. Deadwalkers are the result of an intimate, arcane patronage between an unbound spirit and a once-dead soul, while Leeches and Psychics eventually gave rise to the more modern Rangers, Warlocks, 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 closely 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 several 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 uses of magical abilities when you complete your long rest, as opposed to preparing many spells but casting them in any combination with spell slots. This can be cumbersome for players unused to it.
Runic Weapons
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
The Beacon, Launcher, Fisherman, Scout, and Slayer 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 Ki or simple magical energy are good substitutions.
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 | Enchanted 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, 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, and it also ends 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.
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 Simple, Martial, or Exotic 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. All of your equipment melds 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, your speed is 0, and you cannot take any actions except with your Runic Bond, though you can take reactions as normal. You cannot be directly attacked nor do you take damage from external effects that do not directly target an object, but when your bonded ally takes damage, roll a number of d6s equal to half of the number of damage dice dealt to your ally (rounded up), which you take as force damage. When you take force damage in this way, your Bonded Ally is resistant to the initial damage.
When a bonded creature deals 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.
You remain in your Weapon Shape until you end it with the Parting Rune option from your Runic Bond feature. Your Weapon Shape also 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.
Runic Bond
Additionally at 2nd level, while you are in your Weapon Shape, you can amplify the actions of your ally on their turn by choosing one of the following Runic Bonds, which effects your ally until they end their turn. When you use a Runic Bond, you can telepathically communicate with your Bonded Ally during their turn, and they can respond if they share a language.
You cannot cast more than one Artifact spell of 1st level or higher per turn, even if a feature would let you use multiple Runic Bonds. If you cast a spell of 1st level or higher on the same turn you enter your Weapon Shape, you can't choose any Runic Bonds on your Bonded Ally's next turn except for Parting Bond.
- Arcane Rune. At the beginning of your Bonded Ally's turn, you can inscribe this rune and choose an Artifact spell that has a range of 5 feet or more, or which has a range of Self with an area of effect, which you can currently cast. Your bonded ally can then use their bonus action on their turn to have you cast that spell. You only spend the spell slot if your bonded ally uses this bonus action.
- Bolster Rune. At the beginning of your Bonded Ally's turn, you cast an Artifact spell with a range of Self or which you could cast on yourself, which has a casting time of one action or bonus action, which effects either yourself or your Bonded Ally. You cannot cast spells with areas of effect using this Rune.
- Duelist Rune. At the end of your Bonded Ally's turn, you guide your ally to protect themselves by using your Weapon Shape to parry enemy strikes, granting disadvantage on the first melee attack each turn against your bonded ally until the beginning of their next turn.
- Haste Rune. When your Bonded Ally takes the Attack action with your Weapon Shape, they may make one additional attack as part of that Attack action. This is in addition to any additional attacks they may have from another feature, such as Extra Attack.
- Parting Rune. At the beginning of your Bonded Ally's turn, you exit your Weapon Shape and teleport to an unoccupied space within 15 feet of your bonded ally that your ally can see.
- Serrated Rune. When your Bonded Ally hits a target within 5 feet of them with a melee attack with your Weapon Shape, you may cast an Artifact spell on that creature, so long as that Artifact spell has a range of Touch and has a casting time of one action or bonus action.
Artifact Form
At 3rd level, 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, or a bonded ally reduces a creature to 0 hit points while wielding your Weapon Shape, you can choose to recover hit points equal to one roll of 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.
Enchanted Weapon
At 5th level, when you or someone else cast a spell or use an ability which would only effect a weapon, such as the magic weapon or elemental weapon spells, the caster can target you with that spell. If you cast the spell, you are also considered to be holding the weapon for the duration. For the duration while effected by that kind of that spell, you gain the following benefits:
- Your attacks in your Weapon Shape and with your Natural Weapon are considered under that spell’s effects.
- If you are attuned to at least one magic weapon on your person, then you can choose to gain one of your magic weapon's properties while you are transformed. While you do so, you share any charges and daily abilities with the original magic weapon.
- When you use the Haste Rune, you can empower it to grant two additional attacks to your ally instead of one. You can empower a Haste Rune this way a number of times equal to your proficiency bonus, recovering all expended uses after taking a long rest.
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 is 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 this 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 | |
|---|---|
| 3rd | Phantasmal Force, Nystul’s Magic Aura |
| 5th | Major Image, Overwhelming Beam ° |
| 7th | Phantasmal Killer, Hallucinatory Terrain |
| 9th | Mislead, Synaptic Static |
Bonus Cantrip
When you choose this Artifact Form at level 3, 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 3rd 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, your bonded ally cannot attack with you as a weapon, you can only use the Arcane, Bolster and Parting Runic Bonds, but you can also use the following Runic Bonds.
- Caster Rune. When your bonded ally takes the Attack action, you can cast an Artifact cantrip as part of the same action. Your bonded ally directs the cantrip's target.
- Instruction Rune. At the beginning of your bonded ally's turn, choose a single Artifact cantrip you know, which is inscribed into this rune. Your 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 attack modifiers.
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 Runes
At 10th level, while you are concentrating on an illusion spell or not concentrating on any spell, you can choose two separate Runic Bonds to use during your bonded ally's turn.
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 | |
|---|---|
| 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 3rd 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 3rd 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. If they are unwilling, they may attempt a Wisdom saving throw, and you cannot target a creature who succeeds on a Wisdom save against your Cursed Shape until you complete a long rest.
While bonded in your cursed shape, your bonded ally cannot directly attack you, nor can they willingly let go of you. 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. You also take no damage when your bonded ally takes damage.
While in your Cursed Shape, you cannot use any normal Runic Bond other than your Parting Rune, and you may also use the following runes.
- Biting Rune. At the beginning of your bonded ally's turn, you can choose to cast an Artifact spell with a range that is not Self on your bonded ally. Any saving throw caused by an enchantment or necromancy spell cast in this way is made at disadvantage.
- Goading Rune. At the beginning of your bonded ally's turn, you can name a single creature you can visualize. If your bonded ally can see that creature, they have disadvantage on any attack made against a creature who is not that target.
Your bonded ally can use their Action on each of their turns to make a Wisdom 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 Cursed Shape.
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 attacking creature must succeed on a Wisdom saving throw or be forced to make all their attacks on that turn against the other target.
You can use this ability a number of times equal to your Charisma modifier (min. 1), recovering all expended uses after completing a long rest.
Beguiling Runes
At 10th level, while you are concentrating on an enchantment spell, you can choose two separate Runic Bonds to use during your bonded ally's turn.
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 | |
|---|---|
| 3rd | Aid, Warding Bond |
| 5th | Counterspell, Glyph of Warding |
| 7th | Death Ward, Stoneskin |
| 9th | Circle of Power, Wall of Stone |
Improved Defenses
At 3rd 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 3rd 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, integrating yourself into their current armor.
In your Armor Shape, your bonded ally cannot attack with you as a weapon, you can only use the Bolster, Duelist, and Parting Runic Bonds, but you can also use the following Runic Bonds.
- Shielding Rune. At the beginning of your ally's turn, you may roll your Natural Weapon dice and add the total as a bonus to their armor class until the beginning of their next turn.
- Warding Rune. At the beginning of your ally's turn, you may roll your Natural Weapon dice and add the total as a bonus to their saving throws until the beginning of their next turn.
Evasive Teamwork
At 6th level, whenever you use your Action cast an Artifact spell of 1st level or higher, you may then take the Dodge action as a bonus action on that same turn.
When you take the Dodge action in this way, any creature of your choice within 5 feet of you gains a +2 bonus to their armor class until the beginning of your next turn.
Tough Runes
At 10th level, while you are concentrating on an abjuration spell, you can choose two separate Runic Bonds to use during your bonded ally's turn.
Regeneration
At 18th level, while you are concentrating on an Artifact spell of 1st level or higher, you recover your injuries slowly. If do not have all your hit points at the beginning of your turn while you are concentrating on such a spell, you recover hit points equal to your Natural Weapon dice.
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.
You can recover hit points this way a number times equal to your Charisma modifier, regaining all expended uses after completing a short or long rest.
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
- Primal Savagery
- 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
- Hijack Spike °
- Knock
- Locate Object
- Magic Weapon
- Melf’s Acid Arrow
- Shadow Blade
- Shatter
- Spider Climb
3rd Level
- Caustic Oil °
- Conjure Barrage
- Counterspell
- Dispel Magic
- Elemental Weapon
- Fear
- Flame Arrows
- Lightning Arrow
- Melf’s Minute Meteors
- Protection from Energy
- Sending
- Soul Greatsword °
- Summon Heroic Spirit °
- Tiny Servant
4th Level
- Banishment
- Construct Affinity °
- Enchant Item °
- Fabricate
- Fire Shield
- Freedom of Movement
- Leomund’s Secret Chest
- Monomorph °
- Otiluke’s Resilient Sphere
- Summon Construct
- Swift Attunement °
- Vitriolic Sphere
- Wall of Fire
- Storm Sphere
5th Level
- Animate Objects
- Conjure Volley
- Creation
- Dismantle °
- 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 Beacon
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 the enemy’s dismay, he finds himself trapped and unable to move, at the mercy of the caster and their lurking allies.
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.
Beacons 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. Beacons 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 Beacon is completely in control of any situation in its light. Originally from the inner Tower of God, where the practice of Shinsu control originates, Beacons were regaled as leaders of testing parties.
Mystical Assistance
Beacons 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 Beacon being harmed.
Beacons cast spells with a logical understanding of mystical geometry and similar practices, allowing them 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 lighthouse acts and effects the battlefield. Their focus on light and their lighthouses has given them the name "Light Bearers".
Quick Build
You can make a Beacon quickly. First, Intelligence should be your highest ability score, and Constitution should be your second highest. Second, choose the Sage or Cloistered Scholar background. Third, choose the chromatic dart and mending cantrips.
The Beacon
| Level | Proficiency Bonus | Features | Controller Range | Modifications Known | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Floatstone Style, Lighthouse Control, Spellcasting | 20 feet | – | 2 | 2 | 2 | — | — | – | – |
| 2nd | +2 | Modifications, Pocket Inventory | 20 feet | 2 | 2 | 2 | 2 | — | — | — | – |
| 3rd | +2 | Tactician, Style Feature | 20 feet | 2 | 3 | 2 | 3 | — | — | — | – |
| 4th | +2 | Ability Score Improvement | 20 feet | 2 | 3 | 2 | 3 | — | — | — | – |
| 5th | +3 | Enhanced Control, Beam Multiattack | 30 feet | 3 | 4 | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Multitasker | 30 feet | 3 | 4 | 2 | 4 | 2 | — | — | – |
| 7th | +3 | Style Feature | 30 feet | 3 | 5 | 2 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 30 feet | 3 | 5 | 2 | 4 | 3 | — | — | – |
| 9th | +4 | –– | 40 feet | 4 | 6 | 2 | 4 | 3 | 2 | — | – |
| 10th | +4 | Floatstone Potency | 40 feet | 4 | 6 | 3 | 4 | 3 | 2 | — | – |
| 11th | +4 | Control Room, Enhanced Control Improvement | 40 feet | 4 | 7 | 3 | 4 | 3 | 3 | – | – |
| 12th | +4 | Ability Score Improvement | 40 feet | 4 | 7 | 3 | 4 | 3 | 3 | – | – |
| 13th | +5 | –– | 50 feet | 5 | 8 | 3 | 4 | 3 | 3 | 1 | – |
| 14th | +5 | Multitasker Improvement | 50 feet | 5 | 8 | 4 | 4 | 3 | 3 | 1 | – |
| 15th | +5 | Style Feature | 50 feet | 5 | 9 | 4 | 4 | 3 | 3 | 2 | – |
| 16th | +5 | Ability Score Improvement | 50 feet | 5 | 9 | 4 | 4 | 3 | 3 | 2 | – |
| 17th | +6 | Enhanced Control Improvement | 60 feet | 6 | 10 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Floatstone Potency Improvement | 60 feet | 6 | 10 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 60 feet | 6 | 11 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Opera | 100 feet | 6 | 11 | 4 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a beacon, you gain the following class features
Hit Points
- Hit Dice: 1d8 per beacon level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiencies
- Armor: Light, medium, and shields
- Weapons: Simple, shortswords, hand crossbows, and shinsu bombs
- Tools: Tinker's tools
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, Insight, Investigation, Perception, or Survival.
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) leather armor or (b) scale mail.
- (a) two shinsu bombs or (b) a hand crossbow and 20 bolts
- (a) dungeoneer's pack or (b) an explorer's pack
- A shield 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 light bearer spell list.
Cantrips
You know two cantrips of your choice from the beacon spell list. You learn additional beacon cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Beacon table.
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the light bearer spell list. The Spells Known column of the beacon table shows when you learn more beacon 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 beacon spells you know and replace it with another spell from the beacon spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your beacon 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 beacon 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 beacon spell you know as a ritual if that spell has the ritual tag and you have your Lighthouse Controller with you.
Spellcasting Focus
You can use an arcane focus or your lighthouse controller as a spellcasting focus for your beacon spells.
Floatstone Style
You craft your first Lighthouse, a small, arcane Construct that can float and be manipulated in Shinsu, and which emits its own magical light. You choose between three forms of Floatstone to craft your lighthouse from, which changes which game statistics you use for it and grants you additional features at levels 3, 7, and 15.
Additionally, your choice Floatstone grants additional spells at certain Beacon levels that you always know. These Floatstone spells, even they are not on the Light Bearer spell list, are nonetheless considered Beacon spells to you, and they do not count against your total known spells.
Lighthouse Control
You learn how to control and manipulate your newly crafted lighthouse. You also craft a Tiny object known as 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 Beacon 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 20 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. Your Controller Range increases at certain beacon levels, as shown on the Controller Range column of the beacon table.
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 1d6 + 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.
Otherwise, you can bring a dead lighthouse back to life after completing a long rest, producing a new body for it and disintegrating the old body.
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 maximum conical width on that surface, regardless of its distance from the surface. If you do not order 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.
Modifications
At level 2, you learn ways that you can tinker with and modify your Lighthouses to suit your needs better. These are known as Modifications, and you know two of them, and learn more as you gain levels in this class as shown in the Modifications Known column of the beacon table.
At the end of a short or long rest, you can install one of your known Modifications to each of your Lighthouses. Any previous Modification installed that lighthouse is then removed.
Some modifications have prerequisites, such as another Modification, a specific type of Floatstone Style, or a certain beacon level. You must fulfill these prerequisites to learn a modification.
Certain Modifications gain more features at certain levels. These levels are in reference to your level in the beacon class, not your total level. Whenever you gain a beacon level, you may replace one Modification for another that you can learn, granted you fulfill the prerequisites.
Pocket Inventory
At level 2, you gain access to an invisible plane called 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 Beacon 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 of any rarity takes 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 Control Room, 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.
Tactician
At level 3, you can coordinate and assist your allies's tactical maneuvers with your lighthouse. As a bonus action, you can choose a number of creatures creatures within the spotlights of all your lighthouses that is no more than your Proficiency bonus. You can telepathically communicate with those creatures so long as they remain within your spotlights, and they can communicate with each other if you will it. If one of those creatures leaves your spotlights, their telepathic link is broken, and you must use a bonus action once they are back within the spotlight to re-apply it.
Additionally, 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 learn how to invest magical energy into your Lighthouses during your turn. When you do so, you can spend a spell slot as a bonus action. One of your lighthouses can then take an Enhanced Action that they know.
When you would use an Action to cast a beacon spell or command your lighthouses, 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 action in this way a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Beam Multiattack
Additionally at 5th level, when you use your Action to control your lighthouses, you can cause one of them to attack with their Beam action twice, instead of once, so long as no other lighthouse attacks with their Beam action. This increases to three times at level 11, and four times at level 17.
Multitasker
At level 6, you enhance your control of Shinsu and control one additional lighthouse. This lighthouse has the same Floatstone Style as your first lighthouse.
You can move your lighthouses through each other. During your rests, you can heal both lighthouses when you spend hit dice. You can command all of your lighthouses as part of the same Action.
Additionally, you can cast single-target spells so that they effect all of your Lighthouses within your Controller Range at once by casting them on your Lighthouse Controller, and your Lighthouses are always considered in Range for a spell you would cast on them while they are within your Controller Range.
You gain a third lighthouse at level 14.
Floatstone Potency
At 10th level, your tinkering with your Lighthouses lets you choose two modifications to install on each of your lighthouses when you complete a short or long rest, instead of only one. However, a single lighthouse cannot have the same Modification installed multiple times on itself.
At level 18, you can install three different modifications on each lighthouse.
Control Room
At 11th level, you adjust the inside of your lighthouses 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 movement 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 Controller Range 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 that do not target yourself 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 killed while you are inside of it, 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 is killed in that instance and you 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 spotlights increase their radius by 20 ft and your Controller Range is 100 feet.
While within your Controller Range, your lighthouses gain resistance to all damage and immunity to all non-magical bludgeoning, piercing, and slashing damage. They also lose their vulnerability to adamantine weapons.
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
You always know the following spells, gaining them at the Beacon level listed. If the spell is not a Beacon spell, it is nonetheless considered a Beacon spell when you use it.
| Beacon Level | Spells |
|---|---|
| 2 | Alarm, Bless |
| 5 | Locate Object, Wall Sight° |
| 9 | Tyriok's Carved Cartography°, Sending |
| 13 | Hallucinatory Terrain, Locate Creature |
| 17 | Passwall, Legend Lore |
Reliable Guide
At 3rd 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 Beacon 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 spell 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
You always know the following spells, gaining them at the Beacon level listed. If the spell is not a Beacon spell, it is nonetheless considered a Beacon spell when you use it.
| Beacon Level | Spells |
|---|---|
| 2 | Entangle, Bane |
| 5 | Blindness/Deafness, Hold Person |
| 9 | Bestow Curse, Magic Circle |
| 13 | Evard's Black Tentacles, Dominate Beast |
| 17 | Planar Binding, Hold Monster |
Delirious Chains
At 3rd level, whenever an enemy is first grappled, incapacitated, restrained, stunned, or paralyzed 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 Beacon 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. You learn the spells counterspell, dispel magic and remove curse (or, if you already knew any of these, you instead learn another 3rd level beacon spell of your choice in their place).
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 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
You always know the following spells, gaining them at the Beacon level listed. If the spell is not a Beacon spell, it is nonetheless considered a Beacon spell when you use it.
| Beacon Level | Spells |
|---|---|
| 2 | Soul Arrow°, Hex |
| 5 | Magic Weapon, Crystal Hail° |
| 9 | Spacial Rend°, Elemental Weapon |
| 13 | Otiluke's Resilient Sphere, Moonlight Arrows° |
| 17 | Cone of Cold, Destructive Wave |
Bonus Cantrip
At level 3, you tap into some of the unique form of shinsu manipulation of a Slayer. Choose 1 cantrip from the Slayer spell list. You learn that cantrip and can cast it while holding your lighthouse controller, and it is considered a beacon spell for you.
Focused Glow
At level 7, as bonus 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 beacon 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 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 all 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 single spell you cast.
You can use this ability twice, regaining all expended uses after completing a long rest.
Modifications
The following Modifications can be installed into a lighthouse to give them the following properties. Any level that is referenced is referring to your beacon level. Additionally, any spell cast through an Enhanced Action with these Modifications is considered a beacon spell for you, and does not require an additional spell slot except for the one used to activate the Enhanced Action.
Biomimicry
When you install this Modification, your lighthouse takes the form of a small, four-legged creature or the form of a small flying creature. While in this form, your lighthouse has darkvision out to 60 feet, with which it can see beyond its Spotlight, though no further, and it gains a walking and swimming speed of 30 feet.
In addition to its normal actions, your lighthouse can also take the Help and Use Object actions when you do not use your action to command it. They can use objects in the same capacity as a familiar or animal companion might be able to.
Level 5. While in this form, your lighthouse can deliver its Beam attacks as melee weapon attacks with a reach of 5 feet. Beam attacks made this way can deal magical bludgeoning, piercing, or slashing damage instead of their normal damage types.
Level 11. If the lighthouse uses their melee Beam attack against a target who has no other enemies within 5 feet of them, and the lighthouse is within 5 feet of another lighthouse or the beacon, the attack roll has advantage.
Level 17. Their melee Beam attacks have advantage if any ally is within 5 feet of them and there are no other enemies within 5 feet of the target.
Damage Mitigation
Prerequisite: Wave Style
When you cast a spell with an area of effect which overlaps with this spotlight, you can choose one creature in this spotlight (including the lighthouse) to be immune to the spell for as long as they are within this spotlight.
The amount of creatures you can choose increases as you gain levels- to 2 at level 5, 3 at level 11, and 4 at level 17.
Elemental Resistance
When you install this modification, choose one of the following damage types: acid, cold, fire, lightning, or thunder. As a lighthouse action, you can grant a creature within your Spotlight resistance to the damage type chosen until they leave the Spotlight or you use this lighthouse action again with this lighthouse.
You can choose more creatures to benefit from this feature as you gain levels- to 2 at level 5, 3 at level 11, and 4 at level 17.
Level 5. As an Enhanced Action, you can spend a spell slot of 2nd level or higher to change your choice of damage type for this lighthouse.
Extended Light
This spotlight’s radius and length of its cone increases by 5 feet.
The expansion of both the radius and length of the spotlight increases gain levels- to 10 feet at level 5, 15 feet at level 11, and 20 feet at level 17.
Ghostly Shell
This lighthouse is covered in an ethereal, defensive shell of energy. Attacks against this lighthouse do not have advantage due to the attacker being unseen, and the lighthouse can use a lighthouse action to gain temporary hit points equal to half your beacon level, rounded down.
Level 5. While not incapacitated and within Controller Range, if the lighthouse would take half damage from a successful a saving throw, their beacon can use their reaction for the lighthouse to take no damage instead.
Level 11. While not incapacitated and within Controller Range, this lighthouse gains a +2 bonus to their armor class.
Level 17. While not incapacitated and within Controller Range, if takes damage from a weapon attack not dealt with a silvered or adamantine weapon, its beacon can use their reaction to cause the attack to miss and teleport the light house up to 10 feet away in any direction they choose.
No Escape
Prerequisite: Trapper Style
If a creature leaves this lighthouse’s spotlight after failing a Saving Throw against a beacon 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, they cannot benefit from invisibility against you, and have advantage on any Wisdom (Survival) checks made to track them down.
Level 5. The dim light remains for 10 minutes.
Level 11. The dim light remains for 1 hour.
Level 17. All creatures of your choice within this spotlight can see the dim light and benefit from the effect.
Remote Spellcasting
Prerequisite: 11th level
While you are inside this lighthouse’s Control Room, you may cast spells against targets within the spotlight of this lighthouse as if the lighthouse was the source of the spell.
Level 17. You can instead cast spells from the space of any other lighthouse in your Controller Range.
Revelation
Prerequisite: Guide Style
This lighthouse’s spotlight automatically causes any hidden doors or other portals within its spotlight not behind total cover to glow with a slight outline, revealing them instantly.
Level 5. This spotlight also reveals magical glyphs or traps created by a spell whose level is equal to or lower than half your Beacon level, rounded down.
Seer's Spotlight
As a lighthouse action, you can choose any number of creatures within your lighthouse’s spotlight. All creatures gain blindsight out to 15 feet until they leave this spotlight or you use this lighthouse action again. Your lighthouse must use their Action at the beginning of their turn to maintain this effect (no command required), or the effect ends.
Level 5. This range increases to 20 feet.
Level 11. this range increases to 30 feet.
Level 17. When this lighthouse would use their action to maintain this ability, you can use an Enhanced Action to empower the sight it gives. A number of creatures up to the level of spell slot expended instead gain truesight for 10 minutes, until you use this Enhanced Action again or they leave this spotlight.
Thinking with Portals
As a lighthouse action, you can teleport yourself from one space inside this lighthouse’s spotlight to another unoccupied space on the ground inside any of your lighthouse’s spotlights.
5th level. You can also use this lighthouse action to teleport an object no larger than 5 feet that is not being worn or carried.
11th level. You can use an Enhanced Action to teleport an object, which is then immediately launched in a direction of your choice, as if by the catapult spell. The spell is cast as if at the level of the spell slot expended for this Empowered Action.
17th level. You can teleport up to two objects using the this ability. If you use an Enhanced Action on them, they both have catapult cast on them, both which are cast at a level equal to half the spell slot expended for this Enhanced Action, rounded up.
Unmask
When a shapechanger or a creature disguised by illusion magic enters into this lighthouse’s spotlight, their true form is revealed until they leave the spotlight.
Level 11. A creature who is affected by this Modification must succeed on a Wisdom Saving throw when they first enter your spotlight on a turn or when they begin their turn there. On a failed save, they revert to their true form and losing any spells that provided the shapechanging or illusion, and they are unable to shapechange or disguise themselves with illusion magic until they leave this spotlight.
Warrior's Spotlight
As a lighthouse action, chose one creature within your Lighthouse’s range. Their weapon attacks become magical until they leave that spotlight, and they can use their Intelligence modifier for attack and damage rolls with weapons they are proficient with. Your lighthouse must use their Action at the beginning of their turn to maintain this effect (no command required), or the effect ends.
Level 5. If you are the subject of the Warrior’s Spotlight, you can take two attacks instead of one when you take the Attack action on your turn. Ignore this feature if you already have extra attack or some similar feature.
11th level. When a creature effected by this Modification hits a target within one of your spotlights with a weapon attack, that attack deals an additional 1d6 radiant damage. A creature who is not you can only add this additional damage to an attack once per turn.
17th level. The additional radiant damage increases to 2d6.
Will o' Wisp
Any area within your Controller Range filled with bright or dim light created through a spell you cast is considered within this lighthouse’s spotlight.
5th level. As an Enhanced Action, you can cast faerie fire at a point within this lighthouse’s spotlight. Faerie fire cast in this way can only effect a number creatures of your choice in its area up to the level of spell slot expended for this Enhanced Action.
The lighthouse is considered concentrating on a faerie fire spell cast this way, and while it is concentrating on faerie fire, it must use its action to maintain the effect at the beginning of each turn (no command required), or the spell ends.
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 an Enhanced Action, which can only be taken using the Enhanced Control feature at level 5.
Any additional lighthouse actions gained through Modifications can be taken when you use your Action to Command your lighthouses.
Any saving throw referenced uses your spell save DC, and anything that references your PB (proficiency bonus) uses your proficiency bonus.
Guide Lighthouse
Small construct, unaligned
- Armor Class 10 + your Constitution modifier + PB
- Hit Points 4 + four times your Beacon 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: 1d8 + 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 (min. 1) within your spotlight recover 1d4 hit points per spell slot expended past 1st for this ability.
Wave Lighthouse
Small construct, unaligned
- Armor Class 10 + your Constitution modifier + PB
- Hit Points 4 + four times your Beacon 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 Beacon. 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: 1d10 + your Intelligence modifier radiant damage.
Targeting Light. 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.
Trapper Lighthouse
Small construct, unaligned
- Armor Class 10 + your Constitution modifier + PB
- Hit Points 4 + four times your Beacon 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 Beacon 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: 1d8 + your Intelligence modifier radiant 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.
Beacon Spell List
Cantrips (0 Level)
- Blade Ward
- Create Bonfire
- Chromatic Dart°
- Control Flames
- Dancing Lights
- Light
- Mage Hand
- Mold Earth
- Mending
- Message
- Prismatic Trick°
- 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
- Ice Knife
- Identify
- Refractor Beam°
- Repair°
- Silent Image
- Shield
- Mage Armor
- Tenser’s Floating Disk
- Way of White Corona°
2nd Level
- Blur
- Crystal Hail°
- Detect Thoughts
- Enhance Ability
- Find Traps
- Hijack Spike °
- Hold Person
- Lesser Restoration
- Levitate
- Misty Step
- Moonbeam
- Nystul’s Magic Aura
- 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°
- Monomorph°
- Orientation Lock°
- Otiluke’s Resilient Sphere
- Sickening Radiance
- Swift Attunement°
- Summon Construct
5th Level
- Antilife Shell
- Bigby’s Hand
- Dawn
- Dismantle°
- Far Step
- Greater Restoration
- Hold Monster
- Mass Cure Wounds
- Scrying
- Seeming
- Telekinesis
- Teleportation Circle
- Wall of Force
- Wall of Light
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. 2.0 Made into a half-caster, changed most aspects of the class.
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, Time Anchor | — |
| 2nd | +2 | Temporal Transistors, Overcharge | 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: Light armor
Weapons: Simple weapons, hand crossbows, heavy crossbows, 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) A hand crossbow and 20 bolts or (b) a pistol and 20 bullets
• (a) an explorer's pack or (b) a scholar's pack.
• Studded leather armor, a simple weapon, your Time Anchor, and tinker's tools.
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.
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
At 2nd level, you can modify your Time Anchor in certain ways. 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. All transistors are listed at the end of the class document.
Beginning at level 11, you may apply one additional transistor at a time.
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.
Overcharge
At 2nd level, you can use a bonus action on your turn to Overcharge an installed Temporal Transistor, granting you the effects of its Overcharge feature until the beginning of your next turn.
You must be holding your Time Anchor and must not be restrained to Overcharge a transistor.
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 spell effects and conditions you gained during that turn, though any damage you had taken remains. 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 60 feet of you. While scanning, your scanner emits a dim light in a 5 foot line originating from you to the creature it is 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 reveal your true identity, nor seek after great 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- deception, sleight of hand, stealth, or survival.
When you use one of this skills and you are holding your Blink Knife, you may use your Intelligence modifier instead of the regular modifier for the chosen skills.
Time Anchor: Blink Knife
At 1st level, you craft a crude dagger that serves as your Time Anchor, coded with chaotic technology that you might not fully understand. The Blink Knife is a finesse, light weapon with a thrown range of 20/60. It deals 1d6 force, fire, or radiant damage. You choose the damage type when you gain your Blink Knife.
When your thrown Blink Knife hits an enemy, you can choose for it to return to your open hand or blink out of existence. As a free action on your turn, you can cause your Blink Knife to either blink back into your free hand or blink out of existence.
Resolve Ability: Displacement
At 1st level, before you spend any movement 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, spending 2 feet per every 1 foot teleported. The creature must land on solid ground in an unoccupied space, and can only move horizontally. If you teleport a creature into an occupied space, they are harmlessly ejected back into their original space.
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 during your turn, and a creature who 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 an ability check contested by another creature's ability check, or whenever you fail an ability check to which you added your proficiency bonus, 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.
While holding your Blink Knife, yourself and allies within 15 feet of you cannot be tracked except by magical or non-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 not willingly let knowledge about your chosen subject be destroyed or hidden.
• 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- insight, investigation, medicine, or perception.
When you use one of this skills and you are holding your Blaster, 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 range of (60/150). It does not consume ammunition, and deals 1d6 force, fire, or radiant damage. You choose which type when you gain your 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 visually perceive anything within 30 feet from where it is latched on. The drone resolution is too grainy to make any details out beyond 30 feet. The Scarab Drone also has darkvision out to 30 feet. You can access your Scarab Drone so long as you are on the same plane of existence. You or a creature within 5 feet of the drone who knows about it can destroy your Scarab Drone as an action, or it deactivates after 3 days, when it’s battery ends and it turns to dust. 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. See the Research Drone statistics for how your mechanical ally functions. Your research drone acts at the end of each of your turns, sharing your initiative, and you decide its actions on its turn. The statistics refer to your Proficiency Bonus (or PB) several times in the statblock. Your Research Drone cannot use its Blaster action unless you are holding your Blaster.
You can recreate a destroyed or lost drone by spending 1 hour and 10 gp per chrononaut level in mechanical components to do so. You can only have one research drone at a time.
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, investigation, persuasion, or religion.
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 free action on your turn 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.
Research Drone
Small construct, unaligned
- Armor Class 13 + your PB
- Hit Points 5 + two times your chrononaut level + your PB (the drone has a number of d4 hit dice equal to your level)
- Speed 20 feet, fly 40 feet
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 5 (-3)
- Saving Throws Dex +2 plus PB, Con +2 plus PB
- Skills Investigation +3 plus PB, Stealth +2 plus PB, Perception +2 plus PB
- Condition Immunities Charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
- Senses Darkvision 60 feet, passive Perception 12 plus PB
- Languages Speaks the languages you know
Research Assistant. The 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.
Gather Evidence. As a bonus action, your drone can start or stop recording either audio or visual feedback. It can play this back on a small side-view port on your Blaster at any point. Your drone store up to 2 hours of audio or visual feedback, with the oldest recordings being erased should you record more than 2 hours.
Constructed Nature. The drone doesn’t require air, food, drink, or sleep.
Actions
Blaster. Your drone fires a blast as if from your Blaster Time Anchor, using all the same features, damage, and modifications as your Blaster.
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 magic 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.
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
Spell attack modifier
Resolve Power: Martial Magic
At 6th level, whenever you use your action to cast a cantrip, you can make a single melee weapon attack with your Light Blade when you use a bonus action on that turn to Overcharge one of your Transistors.
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.
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 |
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.
Anatomical Precision
Prerequisite: 15th level
While you hit a creature with your Time Anchor who is scanned your Scanner, you can roll additional weapon damage die and add it to the damage on a hit.
Overcharge. A scanned target loses any bonuses to AC against your attacks with your Time Anchor that they may have gained from spells, features, or their Dexterity bonus.
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 on your turn, 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.
Overcharge. You may make an attack with your Anchor Copy. If you took the Attack action on this then, you can add your ability modifier to the damage, as with the Two-Weapon Fighting Fighting Style. If you already have the Two-Weapon Fighting Fighting Style, you do not add your ability modifier twice.
Bayonet
Prerequisite: Research Directive
You affix a blade at the end of your Blaster. This blade is a finesse weapon that you may use to make a melee attack that deals 1d6 damage of whatever your Time Anchor’s damage type is.
Overcharge. After hitting a creature with your Bayonet on your turn, you can Overcharge to move up to 10 feet in any direction. This movement does not provoke attacks or opportunity.
Blend
Prerequisite: Survival Directive
You can use an Action 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.
Overcharge. While invisible due to this feature, you can either take the Hide action or move up to half your speed. Moving in this way does not break your invisibility.
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 and 1 hit point, but otherwise has all the same ability scores, skills, proficiencies, and saving throws as the displaced creature otherwise had. The dopplegänger shares your initiative and acts at the end of your turn. They can move as normal, but cannot take any actions other than the Dash, Dodge, Disengage, Hide, or Use Object actions.
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.
Overcharge. You can command your Doppelgänger to make a single attack or cast a single cantrip that you have seen them use.
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.
Overcharge. Your Transistor deals additional damage equal to your Intelligence modifier (min. 1) while this Transistor is Overcharged.
Empower
You directly increase 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.
Overcharge. On your next attack roll with your Time Anchor, you can give yourself a penalty on your attack roll no more than your proficiency bonus. If you a hit with that attack, you deal additional force damage equal to twice the amount reduced.
Missile Deflection
Prerequisite: Survival or Arcanum Directive, 5th level
When targeted by a ranged attack from a creature you can see, you may use your reaction to attempt to parry their attacks from the air, adding your proficiency bonus to your armor class against all ranged attacks from that target until the end of its turn. You must be holding your Time Anchor to use this reaction.
Overcharge. When you first use this reaction and the triggering attack misses, you can deflect it back at the attacker. Make a ranged attack with the same modifiers as the initial attack against the triggering creature, dealing the damage and any other effects of that attack on a hit.
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 targeted by counterspell, 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.
Overcharge. You cast the true strike cantrip as part of this bonus action. It can only grant advantage on an attack made on your next turn, however.
Returning 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 considered a melee weapon 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.
Overcharge. After you hit a creature after throwing your Time Anchor, you can cast a cantrip as part of this bonus action, which can only target the creature you hit with your Time Anchor.
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 two-handed and loading properties. This does not increase damage from Bayonet.
Overcharge. While Overcharged, you ignore the Loading property of your Rifle, and your attacks with it ignore half and three-fourth’s cover.
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.
Overcharge. Your armor class increases by half your proficiency bonus, rounded up, while Overcharged. Additionally, choose one school of magic when you Overcharge. You cannot be the direct target of any spell cast from that school of magic while Overcharged, although you can still be effected by areas of effect.
Supernatural Steel
You can choose for your Time Anchor can deal bludgeoning, piercing, or slashing damage. When you do so, your attacks are considered silvered for the purposes of damage reduction or immunity.
At level 6, your Time Anchor attacks are considered magical for the purposes of damage reduction and immunity.
At level 11, your Time Anchor attacks ignore all resistance the creature may have to them, and still deal half damage of the creature would be immune.
Overcharge. While Overcharged, when you hit a creature with your Time Anchor and deal bludgeoning, piercing, or slashing damage to them, you can roll one additional weapon damage dice and add it to the total damage, they lose any resistances or immunities to silvered weapons until you are no longer Overcharged.
At level 6, they lose resistances or immunities to silvered and magical weapons instead.
At level 11, they lose any resistances they may have to any damage type, and you can choose one damage type. Immunity to the chosen damage is considered a resistance until you are no longer Overcharged. A resistance gained in this way is not lost due to this this feature.
Targeting System
You may use your Intelligence modifier to attack and damage with attacks made using your Time Anchor.
Overcharge. You gain a bonus to attack and damage rolls with your Time Anchor equal to half your proficiency bonus, rounded up.
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.
At level 11, you can choose to inflict the paralyzed condition instead of the stunned condition with this Transistor.
Overcharge. A creature who would be immune to your Taser or the condition imposed by it instead only had advantage on the saving throw while Overcharged.
Changelog
1.0 Class Release!
The Deadwalker
Fighting amidst a horde of goblins, a half-orc warrior collapses, a dozen spears piercing their back. Yet, the goblin's cheerful victory turns to swift horror, as a brilliant, divine avatar appears from the corpse of the slain warrior, ready to continue his fight.
A pale halfling fires arrows at the wight, the poison cutting even through the undead's resistances, and corroding the necrotic soul of the entity.
A dragonborn in full-plate armor stands toe to toe with a twisted manticore, his bone greatsword pulling magical power from the corpses that litters the manticore's lair.
The deadwalker draws power from their previous deaths, and can cheat death in many ways. However, living in the grey realm between life and death, deadwalkers attract spectral manifestations of their inevitable end called a Wardens, which follows them around and which they can channel sinister magic through.
Deadly Equipment
The echoes of a deadwalker's death linger inside of them, which they use to manifest as equipment and supernatural powers. These Memento Moris are powerful and often cursed objects which augment their abilities in combat, and the combination of different Mementos and other class features can drastically change the way in which a deadwalker fights.
The Grey Realms
The combination of different planes of death and shadow magic that a deadwalker finds themselves in is commonly reffered to as "the Grey Realms". These can be places such as the Shadowfell, dark parts of the feywild, the pits of the Nine Hells, or even the Heavens of Elysium- simply put, Grey Realms are wherever dead souls congregate.
Using their connection to Grey Realms, deadwalkers produce magical effects similar to a warlock's pact magic. A deadwalker's spells focus around using deathly magic and toxins to debilitate and wear down foes, with the combination of martial prowess which comes from training to avoid- or seek out- death in combat.
Creating a Deadwalker
When you create a deadwalker, think about how your character died, and what brought them back? Was it a fell bargain, a magical anomaly, a botched resurrection ritual, or something else entirely? What was your life before you walked in the Grey Realms, and how has it changed since then?
Quick Build
You can build a deadwalker quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by your Wisdom. Second, choose the the hermit or haunted one background.
Note: Interactions with Dead Bodies
Several features and spells of the Deadwalker interact with "the bodies of creatures who have died within 10 minutes" or within a different span of time. If the body of the creature has been stopped in time or otherwise preserved, usually with the gentle repose spell, then it does not age as a dead body for the purposes of these abilities.
Animated undead and dead constructs are not considered dead bodies unless otherwise stated, though undead who have been slain count as normal. While an undead is raised from a dead body, the "age" of that dead body is preserved as if with the gentle repose spell, as described in the last paragraph.
The Deadwalker
| Level | Proficiency Bonus | Features | Memento Moris | Spell Slots | Spell Level |
|---|---|---|---|---|---|
| 1st | +2 | Memento Mori, Grave Echoes | 1 | – | — |
| 2nd | +2 | Fighting Style, Pact Magic | 1 | 1 | 1st |
| 3rd | +2 | Deadwalker Warden, Banished from Death | 1 | 1 | 1st |
| 4th | +2 | Ability Score Increase | 1 | 2 | 1st |
| 5th | +3 | Extra Attack | 2 | 2 | 2nd |
| 6th | +3 | Deathkeeper | 2 | 2 | 2nd |
| 7th | +3 | Warden Feature | 2 | 2 | 2nd |
| 8th | +3 | Ability Score Increase | 2 | 2 | 2nd |
| 9th | +4 | ––– | 3 | 2 | 3rd |
| 10th | +4 | Inherent Echo | 3 | 2 | 3rd |
| 11th | +4 | Warden Feature | 3 | 2 | 3rd |
| 12th | +4 | Ability Score Increase | 3 | 2 | 3rd |
| 13th | +5 | Grey Arcanum | 4 | 3 | 3rd |
| 14th | +5 | Deathkeeper Improvement | 4 | 3 | 3rd |
| 15th | +5 | Warden Feature | 4 | 3 | 3rd |
| 16th | +5 | Ability Score Increase | 4 | 3 | 3rd |
| 17th | +6 | Grey Arcanum Improvement | 5 | 3 | 4th |
| 18th | +6 | Inherent Echo Improvement | 5 | 3 | 4th |
| 19th | +6 | Ability Score Increase | 5 | 3 | 4th |
| 20th | +6 | Unbound Soul | 5 | 3 | 4th |
Class Features
As a deadwalker, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per deadwalker level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per deadwalker level after 1st
Proficiencies
- Armor: Light, medium, shields
- Weapons: Simple, martial, war scythes
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Animal Handling, Deception, Intimidation, Insight, Investigation, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a war scythe or (b) a martial weapon
- (a) a longbow and 20 arrows or (b) a martial weapon
- (a) a leather armor and a simple weapon or (b) scale mail
- (a) a dungeoneer's pack or (b) an explorer's pack
- A shield and a shovel.
Memento Mori
You have cheated death before, either through luck, stolen time, or a fell bargain, and you are left with a magical item as a reminder of that encounter. Choose one Memento Mori, which are all listed at the end of the class description. After completing a long rest, you can reform all of your Memento Moris in an unoccupied space within 5 feet of you, after which your previous Memento is destroyed. Certain Mementos cannot be taken until you reach a given deadwalker level.
You create additional Mementos at higher levels, choosing the same or different Forms when you do so. See the Memento Mori column of the Deadwalker Table for how many you can create at at time. Additionally, when you gain a level in this class, you may change out one Memento Form you have with another that you could have chosen at the level you chose the old Memento.
Grave Echoes
The manner in which you had last died suffuses your soul and produce magical, lingering effects. Choose one of the following manners in which you had died. When you die in a different manner, replace your current Grave Echo with a new one. If you die in a manner not described below, you instead retain your current Grave Echo. If you would fulfill multiple Grave Echoes when you die, choose one. If you die as a result of failing death saving throws, choose a Grave Echo that resulted in you being reduced to 0 hit points or that made you fail at least one death saving throw.
Each Grave Echo gives you access to a skill proficiency. If you already have that skill proficiency, then instead choose a deadwalker skill that you do not yet have proficiency with to gain proficiency in for as long as you have this Grave Echo.
Grave Echoes List
Blown to Bits. You were killed by an area of effect ability or spell- such as a dragon’s breath or a fireball spell. You gain proficiency in the Arcana or Sleight of Hand skills, and you can use a bonus action to disperse into a thin swarm of dust and move up to 5 feet to an unoccupied space before turning back into your regular form. You have resistance to all damage while a swarm of dust in this way, and can move through openings no smaller than 1 inch wide without squeezing. If you would turn to your normal self in a space you could not fit in, you are ejected back to where you began your movement.
Caught Unawares. You were killed outside of battle or while surprised. You gain proficiency with the Investigation or Stealth skills, and when you roll Initiative and are not surprised, you can use your reaction to target a creature within 30 feet of you. That creature must succeed on a Wisdom Saving Throw or be surprised. Once you successfully surprise a creature with this ability, you cannot do so again until you complete a long rest.
Cut Down. You were killed in battle by a melee weapon attack, such as a sword, spear, or a monster’s claws. You gain proficiency with the Athletics or Insight skill, and you instinctually know if a creature you can see within 30 feet of you is hiding a weapon on their body or has a natural weapon they have lot revealed yet. This ability does not reveal what the weapon nor how many are hidden, just that it is present. Magical focuses or components are not considered weapons for this ability.
Out of Air. You suffocated to death or died from natural hazards- such as by drowning, being crushed by earth or falling. You gain proficiency in the Nature or Survival skills, you no longer need to breathe to survive, and you can dig through loose dirt or ground with your bare hands as if you had a shovel, gaining a burrowing speed of 10 feet in such places.
Hunted from Afar. You were killed in battle by a ranged weapon attack, such as a bow, crossbow, or ballista. You gain proficiency with the Acrobatics or Perception skill, and you are resistant to damage from ranged weapon attacks that were made with disadvantage. This effect does not apply to ranged weapon attacks from silvered or magical ammunition or from magical weapons.
Struck by the Elements. You were killed by an attack or spell which dealt acid, cold, fire, lightning, poison, or thunder damage. You gain proficiency with the Nature or Medicine skill, and you know absorb elements as a deadwalker spell. You can cast it without using a spell slot if it is triggered by the damage type which killed you, even if it is not normally a damage type the spell can be used to resist.
Spellstruck. You were killed by a hostile spell or magical effect. You gain proficiency with the Arcana or Religion skills, and you can sense any creature with the Pact Magic, Spellcasting, or Innate Spellcasting feature within 30 feet of you who is not behind total cover. You only sense that creature’s presence, not the kind of spellcasting they possess.
Fighting Style
At 2nd level, you adopt a particular 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, 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 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.
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.
Pact Warrior
You learn two Warlock cantrips of your choice, which count as Deadwalker spells for you. Wisdom is your spellcasting ability for these cantrips.
Pact Magic
At 2nd level, your closeness to death has allowed you to pull magic from a realm beyond to cast spells.
Spell Slots
The Deadwalker 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 deadwalker 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 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell inflict wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.
Preparing and Casting Spells
You prepare the list of deadwalker spells that are available for you to cast, choosing from the deadwalker spell list or the expanded spell choices you get from your Warden at level 3. When you do so, choose a number of deadwalker spells equal to your Wisdom modifier + half your deadwalker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots or lower.
For example, if you are a 5th-level deadwalker, you have two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of deadwalker spells requires time spent in a deathlike trance while touching your Memento Mori: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your deadwalker 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 a deadwalker spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
If you can touch it or hold it with a free hand, you can use one of your Memento Moris as a spellcasting focus for your deadwalker spells.
Deadwalker Warden
At 3rd level, an incorporeal manifestation of your death manifests within 5 feet of you on the Ethereal plane, visible only to you or other deadwalkers. It cannot interact with the world except through Deadwalker features, such as Banished from Death.
Choose one of three Wardens- the Angel, the Ghost, or the Inevitable. Your choice changes the statistics you use when your Warden appears with your Banished from Death feature, and grants you additional spell choices when you prepare or learn deadwalker spells. Your choice also grants you features at level 7, 11, and 15.
Banished from Death
At 3rd level, whenever you are reduced to 0 hit points, you fail a death save, or you take damage when below half your maximum hit points, you may choose to die. When you die in this way, you ignore any other effects that occur if you reach 0 hit points or are killed by the attack or effect that triggered this ability, such as not being turned to dust by a disintegrate spell.
While you are dead, your Deadwalker Warden manifests in the plane your body is in, gaining temporary hit points equal to the amount of hit points you had left before you died, if any. Any spells that were effecting you when you died are instead transferred to your Warden, and the Warden is considered to be concentrating on any spells you would have lost concentration on because you died. Your body cannot decay nor be destroyed until your Warden is destroyed.
You control your Warden, which acts on your Initiative. If you had taken an action or bonus action on the turn you died, your Warden cannot also take one on that turn. For as long as you are dead, your Warden can move and act, but cannot move further than 60 feet from your body. If reduced to 0 hit points, your Warden is destroyed until you take a long rest. Your Warden cannot recover hit points except when you complete a long rest, where it recovers all lost hit points and is restored if it were destroyed, or by spending its own hit dice when either you or your Warden takes a short rest. Your Warden cannot utilize your Memento Moris.
As a 10 minute ritual while your Warden can touch your body, your Warden can restore you to life, with a number of hit points equal to the Warden’s current hit points or half your hit point maximum, whichever is lower. If a vital part of your body is missing or severely damaged, such as a head or heart, your Warden must be touching that part or a replacement part from another corpse within range during the ritual, which fuses back to your body. Once your Warden uses this ritual, you (or your Warden, if you are dead) must complete a short or long rest before they can use it again.
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.
Additionally, your Warden can take their Multiattack action on their turn.
Deathkeeper
At 6th level, you and creatures nearby you are inured to death. When you or a creature within 30 feet of you that you can see would fail a death saving throw, you can instead cause them to stabilize. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after taking a long rest.
Beginning at 14th level, whenever you use this ability, you may instead cause the target to recover 1 hit point.
Inherent Echo
At 10th level, you permanently imbue yourself with the effects of one Grave Echo of your choice, which is always considered in a effect for you. If your current Grave Echo is the same as your Inherent Echo, then you double your proficiency bonus with the skill gained (unless you would already double your proficiency bonus from another source, such as Expertise), but otherwise gain no other effect.
Beginning at 18th level, you can choose one more Inherent Echo.
Grey Arcanum
At 13th level, choose a 4th level spell from the Deadwalker spell list. You may either cast that spell, a Deadwalker spell of 3rd level or lower you have prepared, or one of the 4th level or lower Expanded Spell Choices from your Warden (you need not have this spell prepared). Once you cast a spell in this way, it is cast as if with a 4th level spell slot, you cannot do so again until you complete a long rest.
Beginning at 17th level, you may change your choice of spell to any 4th or 5th level Deadwalker spell, which can be cast with the same criteria, and you can choose any Expanded spell choice or 4th level or lower prepared spell. You cast this spell as if at 5th level.
Unbound Soul
At 20th level, your soul never truly passes on, and can extend that power to others who would pass on around you. When a creature you can see would die, you can choose to die instead. That creature then recovers 1 hit point if it had 0 and gains temporary hit points equal to the number hit points you had remaining.
Additionally, your Warden can use the ritual to bring you back to life at will, without requiring a short or long rest to use it again.
Deathwalker Wardens
While many entities watch over those who are barred from death, there are three common archetypes: the Angel, the Ghost, and the Inevitable. The statistics of each Warden are listed at the end of the class description.
The Angel
You are watched over by a guardian angel- a celestial entity that has latched onto you to keep you alive for some divine purpose. While this creature is undoubtedly holy, it may not be an actual angel- just as often, these Wardens are the spirits of devout clerics, enigmatic coatls, or lingering prayers given ethereal form.
Expanded Spell Choices
At 3rd level, the benevolent nature of your angelic Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Angel Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Bless, Divine Favor |
| 5th | Calm Emotions, Healing Spirit |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Aura of Life, Aura of Purity |
| 17th | Summon Celestial, Wall of Light |
Holy Regeneration
At 7th level, you can convert holy radiance into energy that restores your own life. When you deal radiant damage with a deadwalker spell or whenever you heal an ally with a deadwalker spell, you can choose to recover hit points equal to 1d6 + your Wisdom modifier.
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Divine Spirit
At 11th level, your Warden gains a flying speed of 30 feet, and resistance to radiant and necrotic damage. While your current hit points are equal to or less than half of your maximum hit points, you also have these traits.
Gates of Heaven
At 15th level, you or your Warden can use an action to open a brilliant, shining gateway on a wall within 30 feet of you for 1 minute. The gateway is impassible, but it shines with holy, bright light in a 60 foot cone facing away from the wall it is on and dim light for another 60 feet past that. When an enemy is hit by an attack while within the bright light, they take an additional 2d8 radiant damage. If they are hit by an attack while within the dim light, they take 1d8 radiant damage instead.
Additionally, as a reaction when a creature you can see recovers hit points within the bright light, you can choose for them to recover 2d8 more. You can do the same with a creature in the dim light, which only restores 1d8 more hit points.
Once you use this ability, you cannot do so again until you complete a long rest.
The Ghost
You came back from death, but something came back with you- and continues to cling to your extended life with cold hands. The lingering spirit who follows you might be a stranger, someone you knew, or even a dark reflection of yourself. Regardless, it lurks by, either seeking company, or waiting for its chance to inhabit a living vessel...
Expanded Spell Choices
At 3rd level, the lost spirit who serves as your Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Ghost Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Charm Person, Hex |
| 5th | Invisibility, Phantasmal Force |
| 9th | Blink, Fly |
| 13th | Greater Invisibility, Phantasmal Killer |
| 17th | Dominate Person, Mislead |
Lingering Possession
At 7th level, you learn to extend your Warden to possess a recently slain body of a creature. As an action, you can touch the body of a creature and have your Warden possess them for 1 hour or until you lose concentration, as if concentrating on a spell.
Your Warden has its same statistics as normal, but uses the following traits from the creature whose body they are inhabiting: their Strength, Dexterity, and Constitution scores; their speeds, sizes, and senses; and their AC (only if it is higher than your Warden’s). Your Warden takes damage to its hit points, and is destroyed if it hits 0. Your Warden shares your Initiative, but acts at the end of your turn.
If your Warden possesses a body which died within the last 10 minutes, it gains temporary hit points equal to the corpse's Constitution modifier times your Deadwalker level (min. your Deadwalker level).
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Incorporeal Movement
At 11th level, your Warden can move through objects and creatures as if they were difficult terrain. If they end their turn there, they are ejected into the nearest unoccupied space they travelled through during this movement, taking 1d6 force damage for every 5 feet ejected this way. You cannot move through objects of force in this way. While your current hit points are equal to or less than half of your maximum hit points, you also have these traits.
True Possession
At 15th level, you can extend your Warden’s possession even to living creatures. When you use your Lingering Possession trait, you can instead target a living creature you can touch. That creature must succeed on a Charisma saving throw or be possessed by your Warden. They have advantage on this saving throw if they have more than half their hit points remaining. While possessed, that character is incapacitated and can’t act on their turn unless your Warden allows it. Your Warden acts the same as it would with Lingering Possession, but, whenever it would take damage, that damage is split between the possessed creature’s hit points and your Warden’s.
When the living creature is damaged, they may make a Charisma saving throw to end the possession, with advantage if they have more than half their hit points remaining. If your Warden is destroyed or if you if you lose concentration, the possession ends. If the possessed creature dies, your Warden may continue to possess the body for the remainder of the hour, using their Lingering Possession feature. Once a creature succeeds on this saving throw, you cannot attempt to possess them again until you complete a long rest, and once you successfully use this ability, you cannot use it on anyone until you complete a long rest.
The Inevitable
It was not your time, but that time will come- your Inevitable will ensure that it does. Constructed of pure law, the Inevitable is a guide from the plane of Mechanus who ensures that a certain, important cog in the cosmic machine doesn't die yet. Though that is useful for you, it begs the question- when is your ordained time, and what are you ordained to do.
Expanded Spell Choices
At 3rd level, the being of ultimate law who acts as your Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Inevitable Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Alarm, Deadly Wellspring° |
| 5th | Augury, Zone of Truth |
| 9th | Counterspell, Leomund's Tiny Hut |
| 13th | Mordenkainnen's Private Sanctum, Summon Construct |
| 17th | Geas, Wall of Force |
Reflective Armor
At 7th level, whenever yourself or a creature within 30 feet of you takes damage, you can use your reaction to add your Wisdom modifier (min. 1) to that creature’s Armor Class until the end of your next turn. While they have this bonus their Armor Class, their first attack which hits on a turn deals additional force damage equal to half your deadwalker level (rounded down).
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Adamantine Soul
At 11th level, your Warden turns critical hits against it into normal hits. While your current hit points are equal to or less than half of your maximum hit points, you also have this trait.
Clockwork Destiny
At 15th level, as an action ou can designate a single you see within 120 feet of you and manipulate their destiny to either doom or fortune, choosing one of the options below:
Doom. The creature may make a Wisdom saving throw, resisting this effect on a success. On a failure, they are afflicted by doom accented with a tolling, ethereal bell for 1 minute. During this time, that creature cannot benefit from advantage, and whenever you see them make an attack roll, saving throw, or ability check, you can choose to use your reaction before the roll to influence it. When you do so, if the roll on the d20 was a 9 or higher, it is considered a 8. A creature immune to divination magic is immune to this ability.
Fortune. The creature is surrounded by a magically soothing sound of ticking gears and soft chimes for 1 minute. During this time, that creature never makes an attack roll or saving throw at disadvantage, and whenever that creature would fail a saving throw and you can see them, you can use your reaction to make the saving throw using your own modifiers. If you succeed, that creature succeeds on the saving throw.
Once you use this ability, you must complete a long rest before you can use it again. If a creature resists your Doom effect, your use of this ability is not expended.
Memento Forms
When you choose your Memento Mori, you can choose from one of the list below. Certain Mementos cannot be taken until you reach a certain deadwalker level, and are divided into four different level breaks- 1st level, 5th level, 9th level, and 17th level. You can choose a Memento Mori from a previous level break whenever you gain a Memento Form, but when replacing a Memento Form, you must choose a Form that is of a level you could have chosen when you gained that Memento.
For example, at 5th level, you cannot replace your previous Ring of the Snake with the Firebird Ring, because you couldn't have selected that Memento Form when you got the Ring of the Snake at level 1. You could, however, replace your Ring of the Snake with an Armor of the Deathless, as you could have chosen that at level 1 as well.
Level 1
Armor of the Deathless
Your Memento manifests as a shadowy emblem you can place onto a set of light, medium, or heavy armor, or onto a shield, within 5 feet of you. You are proficient with the armor that has this emblem. Whenever an attack misses a creature who is wearing this armor, they can gain temporary hit points equal to the difference between their armor class and the attack roll.
A creature cannot gain more temporary hit points in this way than half your Deadwalker level + your Wisdom modifier (min. 1). Any greater amount of temporary hit points a creature would gain from this ability reduces to match this limit.
Chittering Skull
Your Memento manifests as a Tiny, constantly whispering and chittering skull of an unknown beast or humanoid. While someone is holding your chittering skull, its mad whispers let that creature roll 1d4 when a creature (including the one holding the skull) makes an ability check or saving throw within 5 feet of the skull. You can either increase or reduce the resultant ability check or saving throw by the result. You can do this after knowing the total of the result but before you know whether the ability check or saving throw succeeded or not. The skull can be can safely used once, recovering its ability to do so after you take a short or long rest.
However, a creature can attempt to use it after it has already been used once, but if they succeed an ability check or saving throw reduced by this skull, or if they fail an ability check or saving throw increased by this skull, the skull disintegrates, but continues a terrible whispering in the ears of the creature who held the skull, which remains until they take a short or long rest. During this time, they have disadvantage on ability checks utilizing the ability score that modified the roll they failed with the skull.
Death's Ledger
Your Memento manifests as a leatherbound, black book filled with arcane formulas and grim prophecy. While holding this Memento, you can cast any deadwalker spell you have prepared that has the ritual tag as a ritual.
Additionally, you can inscribe the name into this ledger of a creature you know as an action or the description of a specific creature over 1 minute. You can have a number of inscribed creatures equal to twice your Proficiency bonus. If you are working off of a secondhand description, you may need to succeed on an Intelligence check with proficiency to write a correct description, or you cannot attempt to write that creature into the ledger with that description again. You can remove an inscribed name as an action.
When you see a creature whose name is inscribed in this ledger take damage or recover hit points, you can use your reaction while holding this ledger for that creature to take necrotic damage equal to your Wisdom modifier (min. 1). Thereafter, that creature is surrounded by an aura of shadow for 1 minute. While they are surrounded by this aura, they take necrotic damage equal to your Wisdom modifier (min. 1) whenever they take damage or recover hit points. Once you use this reaction, you cannot do on that creature again until you complete a short or long rest, and you can only have one aura of shadow active at a time- if you create a new one, your previous aura immediately fades.
Ring of the Snake
Your Memento manifests as an unassuming ring with a false inset that had a symbol of a snake when turned around. As an action, you can touch a vial of poison to this ring and change its type of delivery- from contact, inhaled, ingested, or injury.
Additionally, when you complete a short or long rest or whenever you cast a Deadwalker spell of 1st level or higher, you can choose one creature type and inscribe that type on the ring’s false inset. Creatures of that type are not immune to poison damage nor the poisoned condition when the one wearing this ring delivers the poisonous substance or casts the spell which produces the poison. Once you choose a new type of creature, you replace the previous inscription.
Level 5
Firebird Ring
Your Memento manifests as a ring inscribed with the symbol of a Phoenix. When you create this ring, choose one of the following cantrips: Control Flames, Create Bonfire, Green-Flame Blade, Produce Flame, or Sacred Flame. While wearing this ring, you can cast the chosen cantrip as a Deadwalker spell, with Wisdom as your spellcasting modifier. You can change your choice of cantrip whenever you complete a long rest.
When you take the Attack Action, you can replace one of your attacks granted by Extra Attack to cast your chosen cantrip.
Additionally, when you would begin your turn and make a death saving throw, you can choose for the ring to explode into a burst of searing flame. It is destroyed, and any creature of your choice within 15 feet of you must succeed on a Wisdom Saving Throw or take 2d8 fire damage and become blinded until the end of your next turn. You then recover 1 hit point. This damage increases to 4d8 at level 11 and 5d8 at level 17.
Graverobber's Poison
Your Memento manifests as a vial of magical poison that can harm even the dead. You can coat a weapon or 10 pieces of ammunition with a dose of this poison as a bonus action, which remains until it is washed away or you take a short or long rest. When you hit a creature with a weapon coated by this poison, they take an additional 1d8 poison damage. Once you hit a creature with a melee weapon coated with this poison, it becomes active and fades after 1 minute, though coated ammunition that hits expends the poison on it. When you hit a celestial or undead creature who would be immune or resistant to this poison, they are not considered immune or resistant to this damage.
This vial replenishes its poison after you complete a short or long rest. This poison’s damage increases to 1d10 at level 11 and 1d12 at level 17.
Heart Container
Your Memento manifests as a small, crystalline heart. While the heart container not destroyed, your hit point maximum increases by twice your deadwalker level, and you recover twice the amount of hit points from spending hit dice during a short rest. The effects of multiple heart containers do not stack.
As an action while holding your heart container, you expend your own vitality to empower others. You can sacrifice up to half of your current hit points, ignoring temporary hit points, and to grant hit points to any number of willing creatures within 30 feet of you. Losing hit points in this way is not considered taking damage for the purposes of concentration. The total amount of hit points distributed cannot be more than the amount of hit points you sacrificed. After you sacrifice hit points in this way, you gain temporary hit points equal to your deadwalker level. Once you use a heart container in this way, it shatters and is destroyed.
Stolen Reaper
Your Memento manifests as a melee or ranged weapon which you are proficient with. Attacks made with this weapon are considered magical for the purposes of ignoring damage resistances and immunities.
This magical weapon gains a bonus to hit and damage equal to the number of bodies of creatures within 30 feet of it that had been killed within the last 10 minutes, to a maximum of a +2 bonus to hit and damage. This maximum bonus increases to +3 at level 11, and +4 at level 17.
Level 9
Grim Hound
Your Memento manifests as an unnatural, shadowy hound known as a Grim, which accompanies you as an ally. See the Grim Statblock for its statistics. Your Grim acts on your Initiative, at the end of your turn, and uses your proficiency bonus (PB) in several places in its statblock. When you take the Attack action, you can command your Hound to take an action in its stat block as part of that Attack action- otherwise, it can only take the Dash, Disengage, Dodge, or Help actions as you command (no action required). You can command all of your Grim Hounds in this way, if you have multiple Grim Hounds.
As an Action on your turn, you can summon a destroyed Grim back to life in a space within 5 feet of you, where it has hit points equal to your Wisdom modifier plus half your Deadwalker level, rounded down (min. 1). You can use this action a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest. If your Grim is killed by radiant damage or by a silvered or magical weapon, then you cannot summon it back until you complete a long rest.
Grim Hound
Small monstrosity, unaligned
- Armor Class 11 + your PB (Natural)
- Hit Points 8 + three times your deadwalker level + your PB (the hound has a number of d6 hit dice equal to your level)
- Speed 40 feet
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 5 (-3)
- Saving Throws Dex +2 plus PB, Con +2 plus PB
- Skills Intimidation -3 plus PB, Stealth +2 plus PB, Perception +1 plus PB
- Condition Immunities Exhaustion, poisoned, unconscious
- Senses Darkvision 60 feet, passive Perception 11 plus PB
- Languages Understands the languages you know but cannot speak
Shadow Hound. The hound is destroyed and dissolves into ethereal mist if reduced to 0 hit points.
Sunlight Sensitivity. The hound has disadvantage on attack rolls and Wisdom (Perception) checks which rely on sight of their target is in sunlight.
Keen Senses. The hound has advantage on Wisdom (Perception) checks which rely on smell.
Pack Tactics. The hound has advantage on attack rolls if an ally is within 5 feet of their target.
Actions
Bite. Melee weapon attack: +3 plus PB to hit, reach 5 feet, one target. Hit: 6 (2d4 + 1) piercing damage, plus your Wisdom modifier (min. 1) psychic damage.
Dark Baying. Ranged spell attack: +3 plus PB to hit, range 30 feet, one target. Hit: 5 (1d8) psychic damage, plus your Wisdom modifier (min. 1) psychic damage, and the target must make a Wisdom saving throw against your deadwalker spell save DC. On a failure, the target has disadvantage on the next saving throw it makes against being frightened before the end of your next turn.
Shadow Phylactery
Your Memento manifests as a shadowy jewel or arcane focus. While holding your Memento, you or any creature with the Spellcasting or Pact Magic trait can cast spells of 3rd level or lower that you have prepared, using their spell slots. They use their own Spellcasting ability for the spell, though it is considered a Deadwalker spell when they cast it.
Additionally, whenever you die, you can choose to recover one expended deadwalker spell slot or an expended use of your Grey Arcanum. Once you use this aspect of this phylactery, it fades into flickering shadow and is destroyed.
Song of the Spreading Horde
Your Memento manifests as a music box or bottle which produces terrible screams of the dying when you open it. While you are holding this music box, you can cast animate dead using a deadwalker spell slot, casting it as a deadwalker spell. You can cast animate dead in this way once per long rest.
A zombie or skeleton created by a deadwalker spell you cast or one of your deadwalker abilities has a special trait while you hold this Memento- whenever they hit a creature with a weapon attack, that creature must succeed on a Constitution saving throw against disease, against your spell save DC. On a failure, the creature becomes infected, and gains one level of exhaustion. Once infected, they cannot be infected again until they are cured. At the end of each short or long rest they take while infected, they must make this save again or gain another level of exhaustion. A creature who dies while infected by this disease rises in 1 hour as a zombie, if they are humanoid, or a shadow, if they are not. These undead are not under your control, but they will not harm a creature holding the song of the spreading horde or who are within 10 feet of someone holding it.
13th Level
Blade of the Black Cat
Your Memento manifests as a shadowy simple or martial weapon, with glints of shadow magic floating around it. Attacks made with this weapon are considered magical for the purposes of ignorning damage resistances and immunities.
Additionally, whenever someone would make an attack roll at disadvantage with this weapon on that turn, they can use a bonus action on a turn to make another weapon attack with this weapon. When you attack with this weapon in this way, the attack roll can never have advantage nor disadvantage.
As an action, you can destroy your blade of the black cat to confer its blessing to another weapon that you touch. It gains the properties of the blade of the black cat (apart from its ability to confer its blessing) until you take a long rest.
Pendant of the Immortal Warden
Your Memento manifests as small locket or pendant with a faint image of your Warden inscribed onto it. While you are wearing this locket, whenever you spend hit dice, you can restore hit points to your Warden equal to the amount of hit points you recovered during the rest. This effect does not stack from multiple pendants.
Whenever you die and your Warden manifests, you can choose to destroy your pendant. When you do so, your Warden has a bonus to their AC that equals your proficiency bonus, which reduces by 1 at the end of each of their turns until it would give no bonus to their AC. Additionally, until you are brought back to life, your Warden can recover hit points, and healing spells and abilities can treat them as if they were a humanoid creature, if that would be more beneficial.
Runed Bones of Protection
Your Memento manifests as a small set of scrimshaw bones which float when held in one hand. While holding the bones, you can cast the blade ward cantrip as a deadwalker spell at will. You can cast blade ward as a bonus action a number of times equal to your proficiency bonus, regaining your ability to do so after completing a long rest.
When you cast blade ward on your turn, you can choose to gain resistance to all damage for the duration. After doing so, you cannot do so again until you take a short or long rest.
17th Level
Blank Mask
Your Memento manifests as a blank, grey mask. As a 1 minute ritual, you can place the mask to the face of a humanoid who died within the last 10 minutes before you began the ritual. The mask rips the face off the corpse and absorbs it, and the mask shifts to become a macabre representation of the absorbed face. You can only store one humanoid face in your mask at a time.
While you are wearing a mask with a stored face, you can cast alter self at will, without using a spell slot, but you can only to change your form to match the body of the stored face. When you do so, the mask turns invisible until alter self ends.
Additionally, as an action, you can destroy this mask to cast a special version of the simulacrum spell instantly, without using a spell slot. Simulacrum cast in this way creates a duplicate of the humanoid whose face you stored in your mask, it requires your concentration or the spell ends, and lasts for 10 minutes. Simulacrum, when cast in this way, requires only Somatic components and is considered a Deadwalker spell for you.
Call of the Macabre Carnival
Your Memento manifests as a dark calling card with image of a demonic clown or acrobat. While holding the card, you have advantage on Dexterity (Acrobatics) and Charisma (Performance) checks.
As an action, you can crush the card to summon a twisted, illusory carnival in a 100 foot cube centered on you, which remains stationary for 1 hour. Inside the carnival, on illusory platforms, translucent, illusory clowns and mimes theatrically act out the last death to occur in a given 5-foot space within the last 10 years, though they are prone to highly dramatizing the death if it was too mundane or boring. Additionally, when you create the carnival, you can create any number of illusory, opaque domed tents that fill at least a 10 foot radius within the area. A tent must be able to fit in the room or space it is created in.
Inside a tent, invisible but semi-corporeal spectators fill the inside, making it difficult terrain to move through. As a bonus action on your turn, you can designate a twisted performance to occur inside a tent you can see. Each creature inside the tent who does not have truesight must succeed on a saving throw, whose type is determined by the kind of performance you choose, or take 4d8 psychic damage, or half as much on a successful saving throw. If you choose a performance type that represents the way that an illusory clown or mime that is inside the tent is acting out a recent death, the damage increases by 2d8.
You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
The performances are as follows:
- Animal Tamer. Requires a Constitution saving throw. One or multiple actors try to get an illusory beast or other monster to bend to their will, and are promptly torn to shreds.
- Escape Artist. Requires a Dexterity saving throw. An amateur or foolish escape artist tries re-enacts how to escape fire, lightning, traps, or other binds- and fails horribly.
- Tragic Soliloquy. Requires a Wisdom saving throw. A lone actor regales the audience of a chilling tale of cold-blooded murder, madness, or betrayal.
Angel Warden
Medium celestial, your alignment
- Armor Class 14 + your PB (Natural and Shield)
- Hit Points 5 + six times your deadwalker level + your PB (the warden has a number of d10 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 10 (+0) 16 (+3) 15 (+2)
- Saving Throws Wis +3 plus PB, Cha +2 plus PB
- Skills Insight +3 plus PB, Religion +0 plus PB, Medicine +3 plus PB
- Condition Immunities Charmed, frightened
- Senses Darkvision 60 feet, passive Perception 13
- Languages Celestial, all languages you knew
Emergency Revival. If the angel warden is reduced to 0 hit points, its deadwalker is restored to life with 1 hit point. The angel cannot use this ability if it had already brought its deadwalker back to life with a ritual since their last long rest.
Lingering Smites. If your deadwalker had any deadwalker spell slots left when they died, the angel deals 1d6 additional radiant damage with its attacks per spell slot left.
Actions
Multiattack. Starting at 5th level, the angel warden may make two Holy Blade or Divine Bolt attacks.
Holy Blade. Melee weapon attack: +4 plus PB to hit, reach 5 feet, one target. Hit: 7 (1d8 + 2) piercing damage, plus your Wisdom modifier (min. 1) radiant damage.
Divine Bolt. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) radiant damage, plus your Wisdom modifier (min. 1) radiant damage.
Inevitable Warden
Medium construct, your alignment
- Armor Class 13 + your PB (Natural)
- Hit Points 3 + five times your deadwalker level + your PB (the warden has a number of d8 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 10 (+0) 16 (+3) 10 (+0)
- Saving Throws Str +3 plus PB, Con +2 plus PB
- Skills Athletics +3 plus PB, Investigation +0 plus PB, History +0 plus PB
- Condition Immunities Exhaustion, poisoned, unconscious
- Damage Resistances Bludgeoning, piercing, or slashing damage from non-adamantine, non-magical weapons; necrotic, psychic
- Damage Immunities Poison
- Senses Darkvision 60 feet, passive Perception 13
- Languages Modron, all languages you knew
Constructed Nature. The inevitable warden does not need to drink, eat, sleep, or breathe to survive.
Immutable Form. The inevitable warden is immune to any spell or effect that would alter its form.
Actions
Multiattack. Starting at 5th level, the inevitable warden may make two Crushing Fist or Force Ray attacks.
Crushing Fist. Melee weapon attack: +5 plus PB to hit, reach 5 feet, one target. Hit: 9 (1d10 + 3) bludgeoning damage, plus your Wisdom modifier (min. 1) force damage.
Force Ray. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) force damage, plus your Wisdom modifier (min. 1) force damage.
Reactions
Reflective Body. When the inevitable warden is hit by an attack from a source they can see, they may use their reaction to roll a d8. If the total is equal to or lower than your proficiency bonus, the attack misses.
Ghost Warden
Medium undead, your alignment
- Armor Class 13 + your PB (Natural)
- Hit Points 3 + five times your deadwalker level + your PB (the warden has a number of d8 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 10 (+0) 13 (+1) 16 (+3) 13 (+1)
- Saving Throws Dex +3 plus PB, Cha +1 plus PB
- Skills Intimidation +1 plus PB, Stealth +3 plus PB
- Condition Immunities Exhaustion, grappled, restrained, paralyzed, prone, unconscious
- Damage Resistances Bludgeoning, piercing, or slashing damage from non-silvered, non-magical weapons; necrotic, poison
- Damage Immunities Psychic
- Senses Darkvision 60 feet, passive Perception 13
- Languages All languages you knew
Undead Nature. The ghost warden does not need to drink, eat, sleep, or breathe to survive.
Dead Knowledge. The ghost warden adds 2 + your PB to any ability check or attack roll it makes if there is a corpse within 30 feet of it who was proficient with the relevant weapon, skill, or tool proficiency. The deadwalker’s dead body and a corpse being possessed by the ghost warden both count for this ability.
Dead Knowledge. When the ghost warden takes their Multiattack action, they may replace one or both of their Enervating Ray attacks to make an weapon attack using a weapon modified by their Dead Knowledge feature. When they hit with such a weapon, it deals additional necrotic damage equal to your Wisdom modifier (min. 1).
Actions
Multiattack. Starting at 5th level, the ghost warden may make two Enervating Ray attacks.
Enervating Ray. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) necrotic damage, plus your Wisdom modifier (min. 1) necrotic damage.
Bonus Actions
Banshee’s Wail (Recharge 6). As a bonus action, the ghost warden lets out a terrible, maddening wail. Any creature within 15 feet of the ghost warden who can hear the wailing must succeed on a Wisdom saving throw or become frightened until the start of the ghost warden’s next turn, or until the ghost warden is destroyed or no longer manifest. If a creature who fails this save has hit points equal to or lower than your deadwalker level, they are reduced to 0 hit points. Once a creature succeeds on this saving throw, they are immune to this warden’s Banshee’s Wail for 24 hours.
Deadwalker Spell List
1st Level
- Bane
- Cause Fear
- Constantine's Capricious Parasite°
- Copy Venom°
- Detect Evil and Good
- Detect Poison and Disease
- Earth Tremor
- Felkin’s Resonant Flesh°
- Inflict Wounds
- Jump
- Mutagenic Smite°
- Onomast’s True Syllable°
- Ray of Sickness
- Silent Image
- Sleep
- Soul Arrow°
- Thunderwave
- Unseen Servant
- Zephyr Strike
2nd Level
- Blindness/Deafness
- Bone Swarm°
- Capsule Homunculus°
- Darkness
- Darkvision
- Earthbind
- Gentle Repose
- Grave Weapon°
- Hold Person
- Misty Step
- Noctellian’s Desecrated Reliquary°
- Pale Beacon°
- Pass without Trace
- Protection from Poison
- Ray of Enfeeblement
- Silence
- Spider Climb
3rd Level
- Bestow Curse
- Coffin of Grey Realms°
- Enemies Abound
- Erupting Earth
- Feign Death
- Life Transference
- Major Image
- Remove Curse
- Revivify
- Speak with Dead
- Spirit Shroud
- Stinking Cloud
- Soul Dregs°
- Summon Shadowspawn
- Vampiric Touch
- Water Breathing
4th Level
- Arcane Eye
- Blight
- Confusion
- Death Ward
- Evard’s Black Tentacles
- Hallucinatory Terrain
- Mordenkainnen’s Faithful Hound
- Shadow of Moil
5th Level
- Antilife Shell
- Cloudkill
- Contagion
- Danse Macabre
- Enervation
- Negative Energy Flood
- Stone Tomb of Bilarro°
- Wall of Stone
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 a bonus action, you can touch a weapon that does not already have a spell or luminous action effecting it. For 1 hour, or until another spell or luminous action effects the weapon, it glows 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 first attack 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 15 foot sphere. Any creature within the light who casts a spell or who target a creature inside the light with a spell must succeed on a Wisdom saving throw or the spell fails and the spell slot is wasted. Spells whose area of effect origin point lie outside the radius are unaffected. You may use an bonus 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 30 feet. At level 15, the radius increases to 45 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 or to gain a bonus to a saving throw made against magic equal to your Wisdom modifier (min. 1). After a creature has used this either aspect of this feature twice, this effect ends.
At level 9, you may grant disadvantage or a bonus to a saving throw to up to 3 times, and at level 15, this increases to 4 times.
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 a Fiend or 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 or ability check, they can use their reaction to expend this luck and instead succeed on that saving throw or ability check. 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 proficiency bonus. 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, and nobody can gain advantage on attack rolls against them for the duration.
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 this additional Luminous Action you may prepare. Additionally, you prepare an additional use of this Luminous Action at the end of each long rest, which doesn't count against your total prepared Actions.
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 Action you may prepare. Additionally, you prepare an additional use of this Luminous Action at the end of each long rest, which doesn't count against your total prepared Actions.
Tranquil Walk of Peace. As a bonus action, you may let lose a gentle, pale light for 15 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
Spell attack 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.
Bountiful Life
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 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 this additional Luminous Action you may prepare. Additionally, you prepare an additional use of this Luminous Action at the end of each long rest, which doesn't count against your total prepared Actions.
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. Any creature wearing this mask can speak, read, and write Draconic fluently. You can reforge your mask magically whenever you complete a long rest, destroying your previously created mask.
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 the ally it just damaged and whatever creature is wearing your Mask of the Dragon King 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 on your turn, you can use your bonus action to shout a command to one creature within 30 feet of you who is holding your Token of Alliance to make a single 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 Fury 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. Otherwise, it can only take the Dash, Disengage, or Dodge actions, unless you are incapacitated, where it can act as if you commanded it. Once slain, you cannot summon your draconic ally again until you complete a long rest. You may only have one draconic ally with you at a time.
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
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 Launchers, 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.
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 instictively 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 (apart from a Dark Hand exotic weapon) nor wearing heavy armor to gain the benefits of a stance. While in a stance, you gain no benefits from any Fighting Style or Barbarian Rage feature you may have. You learn another basic Stance at level 7 and 15.
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.
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 or reaction other than Dash or 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.
When a creature takes damage from your Aura, they make Constitution saving throw (the DC is either your Shinsu Control DC or 8 + your Proficiency bonus + your Wisdom modifier). On a success, they reduce any damage from your Aura by 1. They can make this saving throw multiple times until they take no damage from your Aura. A creature loses this damage reduction when they complete a Long Rest.
Balanced
You place yourself into a mindset of a logical warrior. Once per turn while in this state, you may choose to roll 5d4 instead of a d20 you would roll for an attack roll on your turn turn.
If you have advantage or disadvantage, or otherwise would roll additional d20s to determine the outcome of that attack, you roll 5d4 in place of only one of those d20s per turn. Rolling a combined total of 20 on this attack does not result in a critical hit.
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.
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 or until after are targeted with an attack.
Lure
As a bonus action, or as part of the same bonus action that you use to switch to this Stance, you can produce a magical light at a point within 60 feet of you which you can see. This light emits dim light out to 15 feet.
Any creature who can see this dim light at the beginning of their turn must succeed on a Wisdom saving throw (the DC is either your Shinsu Control DC or 8 + your Proficiency bonus + your Wisdom modifier) or be attracted to the light until the beginning of their next turn. They have disadvantage on Wisdom (Perception) checks to see creatures not within the light of the lure, and they must spend two feet of movement for every one foot they move away from the lure.
A creature who is immune to the charmed condition is immune to this effect.
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.
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.
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.
Once per turn, when you hit a creature with a Reel weapon, their speed is reduced by 5 feet until the end of their next turn.
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).
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.
Shinsu Control
At 2nd level, 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 have 4 Control Dice. These Control Die are d4s, and can be used to produce different effects, called Control Maneuvers, in combat based on your Stance. You can only use one Control Maneuver per turn, and you can never spend more Control Dice on a Control Maneuver than your proficiency bonus. 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 gain more control dice at certain levels, as shown on the Control Dice table of the Fisherman table. 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
Calming Bond
At 2nd level, the Shinsu bond between you and your weapon lets you ward your mind in battle. While you are concentrating on a fisherman ability, spell, or Shinsu Control maneuver and you are holding a melee weapon, you can add either your Strength or Dexterity modifiers to all Wisdom saving throws you make and to any Constitution saving throws you make to maintain concentration.
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.
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.
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 can add you Control Die to the damage of the first melee weapon attack you hit with each turn, 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 two rolls of your Control Die 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 14, and four times between rests at level 17.
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.
Mechanus Trance. While using a Focused Balanced Stance, your mind narrows and ignores distracting stimuli. The Balanced die roll increases to 6d4, and you are immune to the charmed or frightened states until you exit this Focused Stance.
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.
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.
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.
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.
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.
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.
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 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 the hit dice expended.
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 stance below.
Noble
You begin fighting with the swift style of your family. You may take the Dash or Disengage actions as a bonus action on your turn, or as part of the bonus action used to enter this Stance.
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 Mastermind 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.
Stance Attribution List
| Stance | Maneuvers Available |
|---|---|
| Aura | Orb Defense, Arcane Legacy, Wave Attunement |
| Balanced | Ascent of the Dragon, Critical Instinct, Fisher's Quarry |
| Fencer | Ascent of the Dragon, Spirit Sword, Fisher's Quarry |
| Hunter | Chiffon Sword, Spirit Sword, Fisher's Quarry |
| Lure | Arcane Legacy, Light Shield, Wave Attunement |
| Persistence | Pheonix Sweetfish, Shinsu Bubble |
| Reactive | Critical Instinct, Spirit Sword, Light Shield |
| Reel | Far Grasp, Tying Twenty Threads |
| Steel Guard | Critical Instinct, Orb Defense, Light Shield |
| Living Ignition | Endless Sky, Orb Defense, Light Shield, Fisher's Quarry |
| Noble | Chiffon Sword, Arcane Legacy, Endless Sky, Wave Attunement |
| Mastermind | Ascent of the Dragon, Critical Instinct, Spirit Sword, Fisher's Quarry |
Arcane Legacy
You can spend at least 2 Control Dice to cast certain spells from the spell list below. You cast the spell at a spell level equal to the amount of Control Dice expended - 1. You cannot cast a spell higher than 5th level with this feature.
Additionally, you can learn additional Legacy spells from scrolls, spellbooks, and mentors to add to the list below. When you do so, you must spend 4 hours of work (1 hour of which can be taken each short or long rest) and 100 gp of arcane materials per level of the spell to inscribe the spell’s runes onto any melee weapon. Once you have inscribed a spell’s runes onto a weapon, they magically transfer to any melee weapon you are wielding while in a Stance which can use this Maneuver. A Legacy spell is a spell with the creator’s name in the title, such as Melf’s Acid Arrow or Armor of Agathys. Spells inscribed on your weapons in this way cannot be higher than 5th level.
Any spell cast through this feature is considered a Fisherman spell, and uses your Wisdom modifier for your spellcasting ability.
Legacy Spells
| Control Dice | Legacy Spell |
|---|---|
| 2 | Tasha's Caustic Brew, Tenser's Floating Disk |
| 3 | Enhance Ability, Maximilian's Earthen Grasp |
| 4 | Baam's Infinite Halo °, Melf's Minute Meteors |
| 5 | Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere |
| 6 | Bigby's Hand, Legend Lore |
Ascent of the Dragon
When you take the Attack action, you may expend at least 2 Control Dice on a hit empower your strikes, adding one control dice to the result of each attack roll. On each hit, roll a number of Control Dice equal to half the number expended, rounded down, and add it to the attack's damage.
Chiffon Sword
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 1 die of necrotic damage per creature inside the sphere, to a maximum amount of dice equal to half your Wisdom modifier (rounded up, min. 1), plus an additional amount of force damage equal to half the Control Dice expended. The dice used for the necrotic damage is equal to the largest hit dice of creatures in the sphere. On a successful save, a creature takes half as much damage.
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, then reduce the damage by an amount equal to your control dice.
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 of your choice which are not being held or carried and structures of your choice 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
When you hit a creature with a melee weapon attack, you can spend 1 Control Dice to mark them as your quarry. When you attack and deal damage to your quarry with a melee 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. The AC bonus increases to +3 if you spend 4 Control Dice, then +4 if you spend 6.
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 or until you enter a non-attributed Stance.
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 roll of your Control Die. 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 one or more creatures inside the bubble must make a saving throw against an effect originating outside of the bubble, you can choose to expend one of the stored dice and roll it. Every creature inside the bubble gains the number rolled as a bonus to their first saving throw against that effect.
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 enter a non-attributed 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.
Additionally, if a target you intend to hit but cannot see is within your melee weapon range when you attack with a melee weapon, you immediately target the space they are in.
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 Slayer cantrip. You can add the Control Dice spent to the first damage roll against the first enemy targeted 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 Launcher
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, Launchers fulfill dozens of roles in Tower combat. Able to launch their thrown weapons with staggering power, these stalwart warriors can infuse thrown attacks with spells and Infusion magic to produce variable effects.
Malleable Shinsu
The launcher manipulates an inherent form of Shinsu called Infusion, which can manifest in many ways around their tribal 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 with polearms and spears also results in a martial prowess that makes launchers frontline combatants as well as long ranged hunters, and grants them their nickname as "Spear Bearers". As such, the balance of martial and magical skill makes launchers invaluable members of a party.
Wild Hunters
Launchers 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 Beacon. However, they are the most naturally capable Shinsu wielders apart from Slayers, and often make steadfast allies with them.
Launchers 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 Scouts. Though they can be stubborn or unpredictable, spear bearers are stalwart allies and friends.
Creating a Launcher
When creating a launcher, 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.
Note on Thrown Weapons
When this class refers to a "Thrown Weapon" or "Thrown Weapon Attack", it is referring to a Ranged Weapon Attack with a weapon using its Thrown Property, i.e. a dart, javelin, or dagger. It is simplified to "Thrown Weapon" or "Thrown Weapon Attack" for brevity's sake.
Additionally, while you can throw any item or weapon as an improvised weapon, they do not gain the benefits of being a "Thrown Weapon" from this class, unless you are proficient with Improvised Weapons.
The Launcher
| 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 | Launcher 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 Launcher 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 Launcher, you gain these following features.
Hit Points
Hit Points: 1d10 per Launcher level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Launcher 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 a number of feet equal to 5 times your Launcher level, your second range increment is increased by a number of feet equal to 10 times your Launcher level, and you can draw the weapon with the thrown property as part of your ranged attack with it, without using your Free Action for the turn.
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.
Pocket Quiver
When you are determined a Launcher, you are granted 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 Launcher 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 quiver 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 or ammunition drawn from the quiver is considered magical for the purposes of overcoming damage reduction or immunity. This property lasts for 1 minute or until it hits an enemy.
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.
Precision
You gain a +2 bonus to melee and ranged attack rolls made with weapons with the thrown property.
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.
Juggler
Two-weapon fighting can be triggered from ranged attacks using melee weapons that have the thrown property which could be used for melee two-weapon fighting, and when you engage in two-weapon fighting in this way, you can add your ability modifier to the damage of the second attack.
Wave Warrior
You learn two Slayer cantrips of your choice, which count as Launcher spells for you. Wisdom is your spellcasting ability modifier for these cantrips.
Point-Blank Toss
Your ranged attack rolls using thrown weapons do not have disadvantage as a result of being within 5 feet of a hostile creature, you gain a +2 bonus to damage rolls when you hit with a ranged weapon attack against a creature within 5 feet of you.
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 Launcher spell list.
Spell Slots
The Launcher 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 Launcher spell list.
The Spells Known column of the Launcher table shows when you learn more Launcher 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 Launcher spells you know and replace it with another spell from the Launcher spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Launcher 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 Launcher 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 Launcher table. You regain all expended Infusion Points 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.
Launcher 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, as well as Archetype spells at levels 3, 5, 9, 13, and 17.
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 launcher 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 you are holding 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.
Launcher Archetypes
Being a Launcher means learning means of assisting and protecting your allies, and each archetypal style of launcher falls 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 and martial knowledge, Lance Bearers continue to be a feared by even the most powerful of Regulars.
Lance Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lance Spells table. The spell counts as a launcher spell for you, but doesn't count against the number of launcher spells you know.
Lance Spells
| Launcher Level | Spell |
|---|---|
| 3rd | Beast Bond |
| 5th | Beast Sense |
| 9th | Phantom Steed |
| 13th | Dominate Beast |
| 17th | Commune with Nature |
Bonus Proficiencies
At 3rd level, you gain proficiency in nets, lances, and glaives.
Lancer's Mount
At 3rd level, you magically bind your Shinsu to a bestial spirit, which manifests as a Large beast known as your Lancer's Mount. Your Lancer's Mount can look as you wish, and when you create it, choose either a swimming speed or climbing speed, which they have for 30 feet as well as their standard movement speed. The statistics of your Lancer's Mount are at the end of this class description.
Your Lancer's Mount acts on your initiative on your turn, but can only take the Dodge or Disengage actions and move on their turn unless you take a bonus action to command them to take the Dash or Help actions, or to use their Ram attack.
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, you ignore Somatic requirements for launcher spells you cast.
Swiftness of Movement
At 7th level, as a bonus action while you are mounted, your mount can move at least 10 feet, then make a special jump that is up to 20 feet high and no longer than half their movement speed.
Additionally, any attacks of opportunity made against your mount while you are mounted are at disadvantage.
Trample
At 10th level, as an Action while mounted on your Lancer’s Mount, you can move your Lancer’s Mount up to 30 feet in a straight line. Your Mount makes a Ram attack against any creature in the way, who is knocked prone on a hit. If a creature who is Medium or larger is not hit by a Ram attack made this way, the Lancer’s Mount stops moving. Otherwise, the Mount moves through the Small or smaller creature’s space without spending extra movement.
After using this ability, you must complete a short or long rest before you can use it again.
Master of Movement
At 15th level, neither you nor your mount are impeded by difficult terrain while you are mounted.
Additionally, when your mount makes any kind of jump, they can move 15 more feet horizontally during the jump.
Mounted Archon
At 20th level, you can use an action while mounted 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:
- Your Mount is immune to bludgeoning, slashing, and piercing damage, and resistant to all other damage.
- If mounted on your Lancer's Mount, you can use your Trample ability as a bonus action on your turn. Using it in this way does not require you to spend a short or long rest to recover it again, and you can use it even if you already have used Trample since your last rest.
- Any beast or monstrosity who starts their turn within 30 feet of you must make a Wisdom saving throw 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, and can use their primal, earthen magic to let them climb to higher vantage points and gain cover.
Sniper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sniper Spells table. The spell counts as a launcher spell for you, but doesn't count against the number of launcher spells you know.
Sniper Spells
| Launcher Level | Spell |
|---|---|
| 3rd | Hail of Thorns |
| 5th | Spike Growth |
| 9th | Meld into Stone |
| 13th | Stone Shape |
| 17th | Transmute Rock |
Earthen Crenellations
At 3rd level, as a bonus action, you can cause a small, stone tower to appear beneath you, lifting you 5 feet off the ground, with jagged spikes of cover on all sides. You have half cover while within the earthen crenellations, except from attacks made by creatures who have a higher vantage point then you. These crenellations last for 10 minutes or until you move out of their space. You cannot summon your earthen crenellations if the space above you is occupied.
You can summon your earthen crenellations a number of times equal to your proficiency bonus, regaining all expended uses after taking a long rest.
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 mark ends.
On each turn after the first that you maintain this mark, you must use a bonus action to sustain it, or the mark ends. At this point, if you are not hidden from the target, they can make another Intelligence saving throw, ending the mark on a success.
When you make an 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 marked 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 and you are at a higher elevation than them, 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.
Grounded
At 15th level, you gain a sense for everything around you while you are touching the ground. You gain tremorsense out to 30 feet while standing on ground made of unworked material, such as stone, sand, or dirt.
Additionally, whenever you are subjected to a Dexterity saving throw while standing on such ground, you can use your reaction and 1 Infusion Point to cause your roll to be equal to your Launcher 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 with a thrown weapon 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 Launchers. 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.
Phalanx Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Phalanx Spells table. The spell counts as a launcher spell for you, but doesn't count against the number of launcher spells you know.
Phalanx Spells
| Launcher Level | Spell |
|---|---|
| 3rd | Heroism |
| 5th | Misty Step |
| 9th | Blink |
| 13th | Dimension Door |
| 17th | Far Step |
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 and you had advantge on the attack roll, you may use a bonus action on that turn to teleport to an adjacent space to that creature, clutching the weapon. 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 warping power. When you make a successful attack against two different enemies with thrown weapons during your 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.
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.
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.
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.
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.
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 Wisdom saving throw or be stunned until the beginning of your next turn.
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.
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
Lancer's Mount
Large beast, unaligned
- Armor Class 12 + your PB
- Hit Points 10 + five times your Launcher level + your PB
- Speed 50 ft, either swim 30 ft or climb 30 ft
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Str +3 plus PB, Dex +2 plus PB
- Skills Athletics +3 plus PB, Acrobatics +2 plus PB
- Senses passive Perception 10
- Languages Cannot speak, but can understand any languages you know.
- PB Equals your Proficiency Bonus
Tower Reduction. Over a 1 minute ritual along with the Lancer, the Lancer’s Mount can be shrunk down to a much smaller size, down to the size of a Small creature. During this time, it is considered under the “reduce” effect of the enlarge/reduce spell. It can return to its original size as an Action.
Actions
Ram: Melee weapon attack, reach 5 feet, one target, +3 plus PB to hit. On hit, 2d6 + 3 bludgeoning damage.
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 Leech
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 the Drake which rends through the Hook Horrors.
A deep gnome holds forth a gnarled staff, letting his mind fall back to the dark Titan which grants his power. Finding the source of deep psionic strength, he weaves the Ancient's power into a shield of blood 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, leeches gain strength from the bodies of their fallen foes and sacrifice harvested blood to gain power from ancient, trapped Titans.
Underdark Hunters
While some leeches 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 in a tribe or small group of nomadic hunters, never truly settling down, for their quarries have long memories and powerful allies. Therefore, Leeches 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 taboo use of blood as a source of magic- some are even openly attacked. However, this has not stopped the surface asking these hunters to help with their wars against the horrors of the Underdark and extraplanar locations. Therefore, most societies view these shadowy figures with suspicion, but accept them as a necessary evil.
Sacrifices to the Forgotten
The powers a leech come from any number of powerful, Primordial beings, known collectively as the Trapped Titans. These Titans were sealed away in the depths of the Underdark long ago for fear of their power or knowledge. As such, these Trapped Titans harbor great anger and spite towards the creatures who chained them, and offering the blood of others to these entities results in power.
An experienced leech eventually takes on aspects of the Titans to which they sacrifice, and inspires the ire of their enemies. The blood of these enemies are particularly potent when used for leech magic, as the anger that flows through their veins inspires greater power from this primal pact. Eventually, the leeches 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 leech magic is occult and linked with the corpses and blood of the creatures they have slain. As such, most, if not all, leeches craft and wield equipment from the bodies of those they have slain, infusing them with blood magic and knowledge of the Titans.
Creating a Leech
As you create your leech character, think about how they came into this practice. Were they enslaved by drow and learned blood magic to escape? Or were your family tribal nomads who wandered the Underdark, who teach leeches just as the surface world teaches rangers or fighters? 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 leeches? 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 leech quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Charisma. Second, choose the Outlander or Hermit background.


The Leech
| Level | Proficiency Bonus | Features | Rune Damage | Flare Damage |
|---|---|---|---|---|
| 1st | +2 | Harvester, Blood Rune, Corpse Crafting | +2 | – |
| 2nd | +2 | Runic Flare, Fighting Style | +2 | 2d6 |
| 3rd | +2 | Drakeblood Gift, Hungering Runes | +2 | 2d6 |
| 4th | +2 | Ability Score Improvement | +2 | 2d6 |
| 5th | +3 | Infused Creation | +3 | 3d6 |
| 6th | +3 | Gift Feature | +3 | 3d6 |
| 7th | +3 | Bloodspring, Corpse Crafting Improvement | +3 | 3d6 |
| 8th | +3 | Ability Score Improvement | +3 | 3d6 |
| 9th | +4 | Potent Flare (1 Use) | +3 | 4d6 |
| 10th | +4 | Gift Feature | +3 | 4d6 |
| 11th | +4 | Infusion Mastery | +4 | 4d6 |
| 12th | +4 | Ability Score Improvement | +4 | 4d6 |
| 13th | +5 | Potent Flare (2 Uses), Corpse Crafting Improvement | +4 | 5d6 |
| 14th | +5 | Rune Siphon | +4 | 5d6 |
| 15th | +5 | Gift Feature | +4 | 5d6 |
| 16th | +5 | Ability Score Improvement | +4 | 5d6 |
| 17th | +6 | Infusion Mastery Improvement | +5 | 6d6 |
| 18th | +6 | Potent Flare (3 Uses), Corpse Crafting Improvement | +5 | 6d6 |
| 19th | +6 | Ability Score Improvement | +5 | 6d6 |
| 20th | +6 | Volatile Hemomancy | +5 | 6d6 |
Class Features
As a Leech, you gain the following features.
Hit Points
- Hit Die: 1d10 per Leech level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points after 1st Level: 1d10 (or 6) + your Constitution modifierå
Proficiencies
- Armor: Light, medium
- Weapons: Simple weapons
- Tools: Harvester's tools
- Saving Throws: Constitution, Charisma
- Skills: Choose 3 from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Medicine, Nature, Stealth, Survival, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one set of artisan’s tools or (b) thieves’ tools
- (a) leather armor and a light crossbow and 20 bolts or (b) a chain shirt or (c) a Corpse Crafted shield (if proficient)
- (a) an explorer’s pack or (b) a dungeoneer’s pack
- A simple weapon, one Corpse Crafted item set you can make that does not cost extra gold, three beast blood vials, three empty vials, and harvester’s tools.
or you may choose to gain 6d4 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 corpse over the corpse over 1 minute, or crafting materials other than blood over 10 minutes, both of which are used in subsequent leech features.
You can use an Action to attempt to do so quickly, however, by making a Dexterity (Harvester's tools) check, whose DC is 10 + the CR of the dead creature (rounded down). On a success, you can immediately harvest blood, and it only takes 1 minute to harvest materials for crafting. If you fail, however, you cannot attempt to harvest that corpse again.
On a successful harvest of blood, you gain 1 vial of blood, plus 1d4 vials of blood for each size category above Small. On a successful harvest of materials, you gain one set of each crafting material that the creature qualifies for of an item or item set you can make.
Blood Rune
You learn how to carve a sacrifical rune of blood as a bonus action, applying it either to up to two melee weapons you are holding or to up to ten pieces of ammunition. This adds your Rune Damage to any damage dealt when you hit with an attack using that melee weapon or piece of ammunition. Your Rune Damage increases as you gain Leech levels, as shown in the Rune Damage table of the Leech class list.
A blood rune lasts for 1 hour, until it is ruined by a leech ability, until you create a new blood rune, until you drop the weapon (if it is a melee weapon) or until you are incapacitated.
Corpse Crafting
You learn some secrets in creating equipment from slain enemies. After harvesting crafting materials with your Harvester ability, you can forge them into specific items. Crafting materials weigh the same amount as the item they produce. See the Corpse Crafting Items table for kind of materials required to create these items, as well as any additional gold necessary to complete them.
Complex items are the only item you can make during a long rest, whereas you can make a number of Basic items over a long rest equal to your proficiency bonus. You need only one set of materials to make multiple Basic items during a long rest, so long as the material fits the requirements for all Basic items. You can also make one Basic item after completing a short rest.
Other creatures who have no levels in the leech class cannot effectively use items made with this feature, and are not considered proficient with weapons or armor made with this feature. Sometimes an item might call for your Corpse Crafting DC, which is calculated as 8 + your Proficiency bonus + your Charisma Modifier.
What you can craft depends on your tradition, which is described below. You cannot craft more than one of any specific item, or more than one set if you craft your item in batches of 2 or more, with any previous items crumbling away after creating a new one. You learn another tradition of your choice at level 7, level 13, and level 18.
Choose one Corpse Crafting tradition from the following:
Bonesmith
You are proficient with smith’s tools, you are proficient with martial melee weapons created with this feature, and you can use your smith’s tools to craft martial melee weapons.
Deadwriter
You are proficient with calligrapher’s tools, you can use any spell scroll made with this feature, using your leech level as your spellcasting level, and you can use your calligrapher’s tools to craft spell scrolls.
Additionally, while you have an active blood rune, you can add your Rune Damage to the damage of a cantrip you cast through a Corpse Crafted spell scroll.
Fangfletcher
You are proficient woodcarver’s tools, you are proficient with martial ranged weapons created with this feature, and you can use your woodcarver’s tools to craft ranged weapons and ammunition.
Skinweaver
You are proficient with leatherworker’s tools, you are proficient with heavy armor and shields created with this feature, and you can use your leatherworker’s supplies to craft armor of any type.
Vileblood
You are proficient with alchemist’s tools, and you are proficient with improvised weapon attacks made using vial-based weapons, such as a vial of acid or holy water, and you can use your alchemist’s tools to craft alchemical items and potions.
Weblurker
You are proficient with thieves tools, and you double your proficiency when using them to arm, disarm, or hide a trap (ignore this if you already add twice your proficiency bonus from another ability, such as Expertise), and you can use your thieves’ tools to craft traps.
Runic Flare
At 2nd level, you have learned to expend your blood runes to produce powerful, sudden magic. When you would make an ability check or saving throw while you have an active blood rune, you can ruin all of your current blood runes to gain advantage on your ability check or saving throw.
Alternatively, whenever you add your Rune Damage to the damage of an attack or the effect of a Corpse Crafted item while you have an active blood rune, you can use a runic flare ruin all of your current blood runes to deal an additional 2d6 necrotic damage. You add your Rune Damage to this attack. This additional damage increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
You can use this ability a number of times equal to 1 + your Charisma modifier (min. 1), regaining all expended uses after completing a long rest.
Fighting Style
At 2nd level, 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.
Bleeder
When you take the Attack action and hit a creature with a weapon which deals piercing or slashing damage, you can add one bleed token to that creature. A creature cannot have more bleed tokens than their maximum hit dice. As a bonus action on your turn immediately after you add a bleed token to a creature, you can deal slashing damage equal to the number of bleed tokens that creature has.
Any magical healing or an expended use of a healer's kit removes all bleed tokens on a creature. Damage caused by Bleed Tokens are considered magical for the purposes of damage reduction or immunity if at least one was added using an attack from a magical 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.
Leech Gift
At 3rd level, 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, and 15th level.
Hungering Runes
At 3rd level, when a creature you can see within 30 feet of you dies, and you have an active blood rune made from the blood drawn from that creature’s type, you can use your reaction to recover one expended use of your Runic Flare.
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.
Infused Creation
At 5th level, you change the nature of your crafted creations changes as you steal knowledge of blood magic. Whenever you complete a short or long rest, you can enchant one item created from your Corpse Crafting Feature as your Infused Creation, with any previous Infused Creations reverting to their original form.
To enchant your Infused Creation, you must have the appropriate artisan’s tools of your Corpse Crafting tradition, and an item you had crafted with it. Choose from the following Infused Creations:
Bonesmith Blade
You can use your smith’s tools to enchant a melee weapon you have made. It becomes a magical weapon.
When you take the Attack action with this weapon while it has an active blood rune, you can make one additional attack with it as part of that Attack action. Ignore this bonus if you already add additional attacks with your Attack action, such as with Extra Attack.
Deadwriter Excerpt
You can use your calligrapher’s tools to enchant a spell scroll you have made, allowing you to roll 1d8 and add it to a damage roll of the spell cast from that spell scroll. You can add this extra damage once each turn.
After using this spell scroll, while you have an active blood rune, you can conjure it back into your hand with a bonus action or whenever you complete a short or long rest. You can use your bonus action in this way a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
If you choose a spell scroll with a cantrip, you can summon your excerpt back to your hand any number of times.
Fangfletcher Bowstring
You can use your woodcarver’s tools to enchant a ranged weapon you have made. It becomes a magical weapon.
When you hit a creature with ammunition that had an active blood rune fired from this weapon, the ammunition explodes in a 5 foot radius. The target and any creature of your choice within the radius takes 1d6 necrotic damage. Any effect which modifies the damage of the initial attack also modifies the damage dealt to anyone who takes this necrotic damage, which includes your Rune Damage.
If you hit a Large or larger creature with the initial, you can choose where in the target's space the explosion originates from.
Skinweaver Ward
You can use your leatherworker’s tools to enchant a set of armor or a shield you have made. While wearing this armor or bearing this shield, you are proficient with unarmed strikes and improvised weapon attacks with the shield. Both of these attacks can use your Charisma modifier instead of your Strength, and deals 1d6 bludgeoning damage. The first time each turn you hit a creature with an unarmed strike or improvised weapon attack with your shield, you can push them 5 feet away from you if they are Large or smaller. You can inscribe a blood rune on a shield you have created.
When you take the Attack action with a weapon with an active blood rune while wearing this armor or shield, you can use a bonus action to either gain a bonus to your armor class until the beginning of your next turn equal to your Rune Damage, or you can make an unarmed strike or improvised weapon attack with your shield.
Vileblood Grenade
You can use your alchemists tools to enchant a single vial of acid, alchemist’s fire, or holy water. While you have an active blood rune, you can use a bonus action to reform this vial in a free hand after it had been destroyed, used, or thrown. You can also add your Rune Damage to the damage you deal with this vial once per turn.
When you take the Attack action on your turn with a weapon that has an active blood rune or using ammunition with an active blood rune, you can also attack with this enchanted vial as part of the same Attack action. If you do so, you cannot benefit from another feature that grants additional attacks for this attack Action.
Weblurker Token
You can use your thieves’ tools to enchant a single, unset trap you have made and store it inside a small token, such as a coin or a playing card. You can use an Action to subtly toss your token to an unoccupied space on the ground within 30 feet of you, which conjures a magical copy of the trap you stored. Only creatures within 5 feet of you can notice you throw the token.
This trap is automatically hidden, as if you had spent 1 minute hiding it, and you can roll your Dexterity (Thieves' tools) check to see how effectively it is hidden it as soon as you drop the token. The trap remains until you lose concentration, as if concentrating on a spell, at which point your token reappears in your hand. When you lose concentration, any Conditions inflicted as a result of this trap also fade.
The first time each turn that you hit a creature with a weapon that had an active blood rune and you hit a creature who has a Condition from your token trap, or who is otherwise being directly effected by your token trap, you deal an additional 2d6 necrotic damage.
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 or long rest.
-
Choose an item you can craft with your Corpse Crafting feature. 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 have advantage on Wisdom (Survival) checks made to track these creatures until you use another Bloodspring option.
-
Choose one magic item you can touch that is a type of item you could potentially craft with your Corpse Crafting feature. Until you use this aspect of your Bloodspring again, it is considered Corpse Crafted for the purposes of your Leech features. If you use this ability on a spell scroll, the spell’s level cannot be higher than the highest level leech spell scroll you can currently create.
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 leech level.
You can make a Flare potent one time, gaining more uses as you increase in 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.
Infusion Mastery
At 11th level, you can choose two items to use your Infused Creation on when you complete a short or long rest, using either the same or separate traditions.
At 17th level, you can choose up to three items to infuse.
Rune Siphon
At 14th level, whenever you hit a creature with a weapon attack and you do not have an active blood rune, or your active blood rune is not made of blood from the same creature type, you can choose to immediately use that creature’s blood to inscribe a blood rune onto one melee weapon or three pieces ammunition you are holding.
Additionally, any necrotic damage you deal from a leech ability ignores resistance.
Volatile Hemomancy
At level 20, you can magically mimic the effect of monster blood using your own life force. You can use a Runic Flare without ruining your rune or expending a use of your Runic Flares. When you do so, your maximum hit points and hit points are reduced by 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.
Leech Gift
Underdark packs are structured and martial, and each kind of leech have their role in these tribes. Each kind of Titan gifts to their soldiers unique physical traits that help them in their endeavors as a member of a pack. When a leech develops their first mutation, called their Gift, 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 leech packs. 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 leeches can steal the powers of dragons and use them against others on the battlefield.
Draconic Enmity
When you choose this Gift at level 3, you gain the ire of dragons and dragon-type enemies. When you harvest blood and materials from dragons, you harvest double the amount you normally would.
Additionally, you may craft items and weapons from the Drakeblood Corpse Crafting table. At the end of a long rest, you may magically conjure one item from that table, which remains until you conjure a new item on that table. You are proficient with any weapon, armor, or spell scroll you can craft from this table.
Draconic Defense
Additionally at level 3, when you create a blood rune from the blood of a dragon type creature, you gain +2 bonus to your AC as scales spread across your body.
Additionally, if the dragon 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. When you inscribe a blood rune, 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 until the rune is ruined.
Once each turn, when you hit with an attack whose damage type is modified in this way, you can roll an additional weapon damage dice and add it to the damage you dealt.
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).
Absorb Breath
At level 15, 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 leech packs. The Ancient was once mortal, 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 them away, along with their 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.
Aberration Enmity
When you choose this Gift at level 3, you gain the ire of aberrations. When you harvest blood or materials from aberrations, you harvest double the amount you normally would.
Additionally, you may craft items and weapons from the Foulblood Corpse Crafting table. At the end of a long rest, you may magically conjure one item from that table, which remains until you conjure a new item on that table. You are proficient with any weapon, armor, or spell scroll you can craft from this table.
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. You must share a language with your target to communicate through this telepathy, and they cannot telepathically reply with this feature.
Mind Rot
At level 6, whenever you deals necrotic damage to a creature, you can add your Charisma modifier (min. 1) in psychic damage to the total.
Creatures immune to charm are immune to this additional psychic damage.
Maddening Blight
At level 10, when you deal psychic damage to a creature on your turn, you can expend a use of Potent Flare to add this additional effect.
The target must succeed on a Wisdom saving throw against your Corpse Crafting DC or become maddened. As soon as a creature is maddened by this ability, 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 against this madness as well 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 madness.
Prison of the Mind
At level 15, 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 Wisdom saving throw. On a failure, that creature becomes stunned for 1 minute, 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 who manifest the gifted blood of the Monster are born into the shadows of leech society, as scouts and rangers. They more than most are drawn to the dark reaches of the Underdark, finding solace in long hunts and treks. The Monster was a great beast whose name was stricken from history. A hero of old cast it down into the depths of the earth and bound it in tar and oil, never to see light again.
Monster scouts are venomous and deadly, with violent, temporary mutations that effect their body as they track down their quarry. They are often mistaken as lycanthropes.
Monster Enmity
When you choose this Gift at level 3, you gain the ire of monstrosities. When you harvest blood and materials from monstrosities, you harvest double the amount you normally would.
Additionally, you may craft items and weapons from the Venomblood Corpse Crafting table. At the end of a long rest, you may magically conjure one item from that table, which remains until you conjure a new item on that table. You are proficient with any weapon, armor, or spell scroll you can craft from this table.
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 you may use either your Strength or your Charisma for attack and damage rolls. Your bite attacks deal 1d4 + your Rune Damage in piercing damage.
Whenever you take the Attack action, you may use your bonus action to make an attack with your bite.
This bite damage increases at certain levels. It changes to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. Your bite attacks are considered magical for the purposes of overcoming damage resistance and reduction.
Monstrous Venom
At level 6, the first time each turn you deal damage to a creature with an attack which adds your Rune Damage, that creature must succeed on a Constitution saving throw against poison or be poisoned until the end of your next turn.
Unleashed Form
At level 10, you can take on the form of the Monster. As a bonus action, you may expend one use of Potent Flare to grow to a monstrous shape and form.
When you change, you lose any armor class bonuses from your armor or shields, as all your equipment melds into your form, including all your Corpse Crafted items, and you gain the following benefits:
- Your armor class while unarmored equals 10 + your Charisma modifier + your Dexterity modifier.
- Your size grows to Large, and your movement speed increases by 10 feet.
- You become proficient in your unarmed strikes, which deal slashing damage equal to your Bite of the Beast.
- The first time you hit with a bite attack on your turn, you can roll deals two additional weapon damage dice and add it to the total as necrotic damage.
- Choose either bludgeoning, piercing, or slashing damage. Until you exit your unleashed form, you are resistant to that damage type from non-magical, non-silvered sources.
This new form lasts for 1 minute, until you are knocked unconscious, or until you end it as a bonus action.
While this form, you may inscribe a blood rune onto your arms as a bonus action, granting you the ability to use your Runic Flares and your Bite of the Beast. Any active blood rune you had before you entered this form transfers to your arms, then transfers back to its original weapon when you exit this form. Since your Bite of the Beast already adds your Rune damage, this does not add it to your unarmed strikes again.
Monstrous Illusion
At level 15, 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.
Special Items
Sometimes, a leech may wish to buy items required for their abilities 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 | 5 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 Dust (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 Dust, 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.
Corpse Crafting Items
This table shows what items can be crafted through the Leech’s Corpse Crafter feature. Any item with an asterisk is described in the following text. The DC of any saving throw caused as a result an item you created is instead equal to your Corpse Crafting DC.
Alchemical Items and Potions
Alchemical items and potions require a vial to be properly stored. Potions created this way are toxic to anyone who does not have the Vileblood Tradition from the Corpse Crafting Feature. Such creatures who drink a potion toxic to them gain no must benefit from the potion, and must succeed on a Constitution save against poison or be poisoned until the end of their next turn.
Ammunition
Any creature who uses this ammunition without levels in the Leech class makes their attacks with it at disadvantage.
Spell Scrolls
When you create a Spell Scroll, it is unintelligible to anyone who does not have any levels in the Leech class. For 1st level or higher spells, each set of different materials can create one of two separate, paired spells. You can only have one scroll of any given pair of spells at a time, with any others fading when you create a new one. When you create one of these Spell Scrolls, use your Charisma for your Spellcasting ability and their spell save DC is equivalent to your Corpse Crafting DC.
You cannot create a spell scroll that has a level prerequisite unless you are of a leech level of at least that level.
Traps
Any complex trap created with this ability is a Tiny object that weighs around 10 lbs. It takes 10 minutes to set up a trap and disguise it, or just 1 minute to set it up but let it be visible. When you take 10 minutes set a trap, roll a Dexterity (Thieves’ tools) check, which determines how hidden the trap is. To notice a hidden trap, a creature within 30 feet of it must use an action to succeed on an Intelligence (Investigation) check against the total rolled when you set and hid the trap. If their passive Investigation score is higher, they automatically notice the trap.
Both ability checks made to disarm a trap you set and any saving throws are equal to your Corpse Crafting DC.
Complex traps are described at the end of the crafting items list.
Uncanny, Bloodtinge, Lore, Dragonbane, or Exotic Weapons
Certain tables might provide the ability to use certain weapons of the Trick, Uncanny, Lore, Dragonbane, or Exotic weapons. All of these weapon tables are listed at the end of this document.
For any of these, if they have an ability that references a saving throw, use your Corpse Crafting Save DC instead. For the Dragonbane weapons, you may use their special properties as normal, and must use the Whiff and Turret properties of the Dragon Tooth and Greatbow.
Drakeblood, Foulblood, and Venomblood Crafting
These crafting lists are granted by your subclass, and you cannot create an item that has a level prerequisite unless you are of a leech level of at least that level.
Alchemical Items
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Acid (3) | Basic | The blood of a creature who could deal acid damage (either magically or non-magically). |
| Antitoxin | Complex | The muscle sinew of a naturally poisonous creature. |
| Alchemist's Fire (3) | Basic | Dust of an Elemental or the blood of a creature magically crafted by mortals |
| Holy Water (3) | Basic | Powdered bone of a Celestial, Fiend, or Undead, or the blood of a religious Humanoid. |
| Poison, Basic | Basic | The venom glands of a naturally venomous creature. |
Ammunition
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Arrows, Bolts, Blowgun Needles, or Sling Bullets (20) | Basic | Teeth and bone of any creature. |
| +1 or +2 Arrows, Blowgun Needles, or Bolts (6) | Complex (+50, or +300 for +2 bonus) | The teeth, bone, or wood material of a Fey or Plant creature. |
| +1 or +2 Sling Bullets (6) | Complex (+50, or +300 for +2 bonus) | Construct salvage or the stomach of a creature who can inflict the Petrified condition, either naturally or magically. |
| Walloping Arrows, Bolts, or Sling Bullets (2) | Complex (+50) | The forearm of a Giant creature or any creature with a Strength score of 18 or more. |
Armor
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Padded, Leather, Hide, or Shield | Basic | The sturdy hide of a Beast or Monstrosity with Natural Armor. |
| Studded Leather | Complex | The sturdy hide and bones of a Beast or Monstrosity with Natural Armor of at least 16. |
| Ring Mail, Chain Shirt, or Chain Mail | Complex | Either Construct salvage, stones from an Elemental, or the bones of a creature with a Natural Armor of at least 16. |
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Scale Mail | Complex | The scales of a Monstrosity or Dragon. |
| Splint | Complex (+50) | The bones of a Large creature. |
| Breastplate, Half-Plate, or Plate | Complex (+100 for Breastplate, +200 for Half-Plate, or +500 for Plate) | Either Construct salvage or a natural plates pried off of a creature with Natural Armor of at least 18. |
Melee Weapons
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Any Simple Melee Weapon (2) | Basic | Sturdy bone and either claws or fangs. |
| Battleaxe, Greataxe, Glaive, or Halberd | Complex | The tail and claws of a Large or larger creature. |
| Greatsword, Longsword, Rapier, Scimitar, or Shortsword | Complex | The bones and claws of a creature with a Claw natural weapon attack. |
| Lance, Pike, Trident, or War Pick | Complex | Either a fang or horn from a Large creature or wood material from a Plant or Fey creature. |
| Maul, Morningstar, or Warhammer | Complex | The skull of a Large creature or stones from an Elemental. |
Potions
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Potion of Climbing (2) | Basic | Bone dust from a creature with a Climb speed. |
| Potion of Healing | Basic (+50 for Greater) | The heart of a creature killed within the last 24 hours. |
| Potion of Animal Friendship | Complex (+100) | The fur and eyes of a Beast creature. |
| Potion of Resistance | Complex (+100) | The blood of a creature who has resistance to the damage type the potion gives resistance. |
| Potion of Water Breathing (2) | Complex (+100) | The scales or lungs of a creature with a swimming speed. |
| Potion of Fire Breathing | Complex (+100) | The blood of a Dragon or any creature with a Breath Weapon. |
Ranged Weapons
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Shortbow, Longbow, or Blowgun | Complex | Either wood material from a Plant or Fey creature, or insect chitin. |
| Light Crossbow, Heavy Crossbow, or Hand Crossbow | Complex | Either Construct salvage, or the bones and muscles of a Giant creature. |
| Sling or Net (3) | Basic | The hide of a Beast or Monstrosity or a silk gland. |
| Darts (10) | Basic | Needles or defensive spikes, or thorns of a Plant or Fey creature. |
Spell Scrolls
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Any Wizard Cantrip (5) | Basic | The blood of a creature killed within the last 24 hours. |
| Bane or Bless | Basic | The blood of an Undead or Celestial, or the heart of a religious Humanoid. |
| Chaos Bolt or Magic Missile | Basic | The arm or foreleg of a creature with a ranged attack. |
| Aura of Hellfire° or Ice Knife | Basic | 5th level. Elemental dust or the blood of a creature who could naturally deal cold or fire damage. |
| Darkness or Darkvision | Basic | 5th level. The skull of a creature with Blindsight. |
| Flame Blade or Magic Weapon | Basic | 5th level. The arm of a creature who was proficient with at least one martial melee weapon. |
Spell Scrolls (Cont.)
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Enhance Ability or Pass without Trace | Basic | 9th level. A heart of a creature killed within the last 24 hours. |
| Blink or Thunder Step | Basic | 9th level. The lungs of a creature who could teleport or turn ethereal, or who could cast spells. |
| Flame Arrows or Lightning Arrow | Basic | 9th level. The dust of an Elemental or the blood of a Fey creature. |
| Erupting Earth or Wall of Sand | Basic | 13th level. Skin of a creature with a burrowing speed. |
| Charm Monster or Compulsion | Basic (+100) | 13th level. The tongue of a creature who could speak at least one language. |
| Blight or Evard's Black Tentacles | Basic (+100) | 13th level. Either tentacles or eye stalks. |
| Mislead or Seeming | Complex (+500) | 17th level. The remains of an Aberration or Humanoid. |
| Insect Plague or Wrath of Nature | Complex (+500) | 17th level. Either insect chitin or tongue of a Beast or Fey. |
Traps
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Caltrops (20) or Ball Bearings (1,000) | Basic | Bones, fangs, or claws. |
| Hunting Trap | Basic | The teeth and jaws of a creature with a Bite natural weapon attack. |
| Miasma Trap | Complex | The spores of a creature. |
| Snare Trap | Complex | The blood of a creature who can grapple as part of a Natural weapon attack. |
| Tanglefoot Trap | Complex | The web glands of a creature who can create webs or the blood of a creature who can excrete sticky substances. |
| Thunderstone Trap | Complex | Either Construct salvage or the lungs of a Large creature. |
Drakeblood Crafting
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Weapon (Dragonbane). Weighted Spear, Wolf Greatsword or 2 Tracers | Complex | Spine of a Huge creature. |
| Spell Scroll. Absorb Elements (2) | Basic | The blood of a true dragon or elemental dust. |
| Weapon (Dragonbane). Dragon's Tooth or Greatbow | Complex | 6th level. The tooth of a Gargantuan creature. |
| Ammunition. Greatarrows (20) | Basic | 6th level. Bone or fangs. |
| Magic Item (Armor). Scale Mail of Resistance | Complex | 10th level. Scales of a dragon who is immune or resistant to the same damage type the armor resists. |
| Magic Item (Weapon). Dragon Slayer (Any Sword) | Complex | 15th level. The heart of a true dragon. |
Foulblood Crafting
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Exotic Weapon. Dark Hand | Complex | The forearm of an undead creature. |
| Spell Scroll. Hex (2) | Basic | A brain of a beast or monstrosity. |
| Weapon (Uncanny). Any Uncanny Weapon | Complex | 6th level. The blood of a cursed creature or a creature who died while cursed. |
| Magic Item (Ring). Ring of Mind Shielding | Complex | 10th level. The brain of a mind flayer or intellect devourer. |
| Magic Item (Weapon). Sword of Wounding (Any Sword) or a Morion Blade° | Complex | 15th level. Vampiric dust or the willingly given blood of a powerful spellcaster. |
°- Magic item in Caraman's Tome of Lost Skill
Venomblood Crafting
| Item | Complexity (+Cost) | Materials |
|---|---|---|
| Exotic Weapon. Hook, Large Hook, Scythe, Curved Greatsword, or 2 Needles | Complex | The spine of a monstrosity. |
| Spell Scroll. Hunter's Mark (2) | Basic | An eye of a predatory beast. |
| Weapon (Bloodtinge). Any Bloodtinge Weapon | Complex | 6th level. The arms of a skilled inventor or the skull of a madman. |
| Ammunition. Quicksilver Bullets (10) | Basic | 6th level. A vial of blood. |
| Magic Item (Weapon). Dagger of Venom | Complex | 10th level. The fangs of a venomous creature. |
| Magic Item (Item). Figurine of Wondrous Power (Any) | Complex | 15th level. The heart of a beast that represented by the figurine. |
Miasma Trap
This delicate trap covers a 5 foot square on the ground or hidden inside of a container, such as a chest. A creature who steps onto it or opens the container is enveloped in a toxic cloud, and must succeed on a Constitution saving throw. On a failure, the creature takes 2d6 poison damage and is poisoned until the end of their next turn, or they take half as much poison damage on a successful save and are not poisoned.
The damage of this trap increases to 4d6 at level 5, 6d6 at level 11, and 8d6 at level 17.
Snare Trap
This deceptively simple trap covers a 10 foot square on the ground you set it, but must have a roof, overhang, or tree branch, or something else no higher than 15 feet above it. A creature who steps onto it must succeed on a Dexterity saving throw as a rope snaps around their legs and attempts to pull them up. On a failure, the creature is pulled up to the roof, upside down, and they dangle there until they can escape. While held by this trap, a creature’s speed is 0, and their Dexterity score, if it is higher than 10, is considered 10 for the purposes of determining bonuses to their Armor Class and their Dexterity saving throws.
A creature can make a Strength or Dexterity ability check as their action against your Corpse Crafting DC to escape. A Large or larger creature who activates this trap makes the saving throw, but is only knocked prone on a failure, with no other effects.
Tanglefoot Trap
This alchemical trap covers a 5 foot square on the ground or on a wall where you set it. A creature who steps onto it or who touches the wall is assailed by sticky tendrils, and they must succeed on a Strength saving throw or be restrained by the tendrils, which remain for 1 minute or until they break out of it.
A restrained creature can make a Strength ability check against your Corpse Crafting DC as an action and at the end of each of their turns. On their first success, they are no longer considered restrained, but their speed is still 0 as they are still partially kept in place. On their second success, they break free of the trap entirely.
Thunderstone Trap
This magical trap covers a 10 foot square on the ground. A creature who steps onto it causes a thunderous crack to resound, which can be heard up to 300 feet away. The creature who activated the trap and each creature within 5 feet of the trap must succeed on a Constitution saving throw or take 1d8 thunder damage and be deafened for 1 minute. A deafened creature can make the Constitution saving throw at the end of each of their turns, ending the deafness on a success.
The damage of this trap increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Changelog
1.0 Class Released!
2.0 Renamed to Leech from Drakeblood, rewritten and rebalanced.
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
Physical Save DC
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 allomantic 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.
All damage dealt by allomancy or flares is considered magical.
Burning Metals
Activating metals requires you to convert them into alchemical energy inside your body- a process known as "burning" metals. The action required to burn a metal is described under its description below. It is a free action on your turn to stop burning a metal.
Once you begin to burn a given metal feature, you 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 a second sack of coins towards 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 Multiple Metals
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. This does not include burning metals for Flares or other Mistborn abilities.
Allomancy and Magic
Allomancy if physically demanding for the user. While concentrating on a spell (but not concentrating on a Mistborn feature) you are considered burning one more metal for the purposes of burning multiple metals.
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 90 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 90 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 + your Constitution modifier 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 90 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 90 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 + your Constitution modifier 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 10 minutes. If at the end of that duration you would end your turn and stop burning Tin, you can choose to expend 1 more store to keep burning it for 10 more minutes. 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, you are vulnerable to thunder damage while burning Tin and have disadvantage on saving throws against being blinded or deafened.
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 1d4 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 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.
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 Wisdom 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. A creature charmed in this way can still attempt to harm the source of their charm.
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.
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 Wisdom saving throw or become charmed by you for 1 minute, until you move more than 60 feet away from them, until you deal damage to them, or until you stop burning Brass.
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.
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, you can attempt to disorient a foe by enveloping yourself in mist. You may make a Dexterity (Stealth) check against a single enemy’s Wisdom (Perception) check, if the enemy is within 30 feet of you. On a success, the mists envelope you, and you 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 your next turn or until you 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 proficiency bonus, 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. While burning a higher metal, you must concentrate, as if concentrating on a spell, or their effects immediately end.
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.
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 15-foot radius 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.
A creature who is inside the sphere when it is formed may make a Physical Dexterity Saving throw, and, on a success, can use their reaction to move up to their speed out of the sphere.
If the sphere is 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 15-foot radius sphere of chronomancy that speeds up time, centered on yourself. Any creature inside the sphere when it is created has their movement speed 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.
A creature who is inside the sphere when it is formed may make a Physical Dexterity Saving throw, and, on a success, can use their reaction to move up to their speed out of the sphere.
While burning Bendalloy, you cannot take any actions or reactions and your movement speed is 0. If the sphere is 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 you have prepared when you use this ability. You cannot burn Aluminum if you have less unused Allomancy Stores than your Mistborn level.
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, without expending the Allomantic store requirements. These additional flares are created at their minimum cost.
Additionally, you gain advantage on all saving throws 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 you have prepared when you use this ability. You cannot burn Duralumin if you have less unused Allomancy Stores than your Mistborn level.
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. While burning a God Metal, you must concentrate, as if concentrating on a spell, or their effects immediately end.
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 (min. 1). 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 a bonus 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 (min. 1), 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 5 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 (either by 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 stores 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 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 Wisdom saving throw against your Zinc or Brass burning, they do not get to make additional saving throws against it at the end of each of their turns.
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 use their reaction to make a weapon attack against another creature of your choice within range of their equipped weapon(s).
Charming Shield
At level 10, your enchanting allomancy gives a misty shield around you when targetted by an attack, and you gain a bonus to your Armor Class equal to the number of creatures that are charmed by you and that are within 30 feet of you, to a maximum amount equal to your proficiency bonus. You do not gain this bonus to your Armor Class if the attacker can see through illusions or magical mist and fog.
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 that would not put it in obvious danger.
Once you use this ability to command a creature in either way, you cannot do so again until you complete a short or 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. Unless otherwise stated, you do not need to be previously burning a given basic metal to Flare it.
Iron Flares
Disarming Pull (Cost: 2)
When you physically or allomantically try to disarm a weapon or object that another creature is holding, 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 is within 5 feet of you.
Thieves' Iron (Cost: 2)
When you target a locked object or a metal object that another creature is wearing while burning Iron, you may use this flare. You may make a Wisdom check with 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 begin to burn Iron to pull on a metal object, you may flare this metal to target an additional object at the same time. For every two stores burnt using this flare above 3, you can also target an additional object.
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 begin burning Iron 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 beginning of your next turn.
Steel Flares
Powerful Shove (Cost: 2)
When you move an object while burning Steel, you can flare this metal to cause the 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 5 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 begin to burn Steel to push a metal object, you may flare this metal to target an additional object at the same time. For every two stores burnt using this flare above 3, you can also target an additional object.
Swift Push (Cost: 3)
You may use this flare as a bonus action to begin burning your Steel to push 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 30 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)
When you would push against an object by burning Steel, you can use this flare 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 they would take from it, and they still take half damage on a successful saving throw.
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 1d10, plus 1d10 per store used past 2. This flare cannot reduce the damage of an attack below half its original damage, however.
Arcane Perception (Cost: 3)
As an Action, you may use this flare 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)
While you are burning Tin, you can use this flare as a bonus action to focus on nearby sounds. For 1 minute, you have blindsight out to 10 feet for as long as you are not deafened and you are burning Tin.
Precision Trance (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 and this flare ends. However, if you are hit with an attack before this flare ends, that attack is considered a critical hit.
Ethereal Sight (Cost: 6)
As an Action while burning Tin, you can see slightly into the Ethereal plane, granting you Truesight out to 30 feet for 10 minutes or until you stop burning Tin.
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. You reduce the damage by an additional 1d10 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 part of that Attack 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. This effect ends early if you stop burning Pewter. When this flare ends, make a DC 15 Constitution Saving Throw. On a failure, you gain 1 level of exhaustion.
Pewter Dash (Cost: 5)
By focusing for 10 minutes, you can use this flare to gain incredible speed and run great distances. For 1 hour, your speed is 300 feet, and you do not benefit from any other ability, feature, or spell that improves your speed. At the end of that hour, you may burn an additional 5 Pewter to continue this flare and continue moving at this speed. If you take damage or take any action other than actions related to movement (Dash, interacting with the environment to move, jumping, or climbing) this flare immediately ends. When this flare 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.
Undying (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 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. This flare fails if you have less hit points than your target.
When you force a creature to make a saving throw against this flare, 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 as a reaction 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. 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 divination, 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 use this flare 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 2d6 + your Wisdom modifier 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.
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 lose concentration, as if concentrating on a spell.
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 | Projection 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 | Mental Projection | 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 | – | 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.
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
You 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.
Observing 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. When 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.
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 observe 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.
Using Observed Spells
You can use observed spells in two ways. You can permanently learn the spell by committing it to memory the next time you complete a short or long rest, though you can only learn a number of spells in this way equal to your Spell Capacity. Alternatively, you can cast the observed spell using a spell slot as if you knew it, but you then forget the basics of the spell after casting it in this way.
Whenever you gain a level in this class or by spending time in a harrowing meditation ritual to restructure your brain, you can choose to forget one spell you have learned by observation, thus allowing you to learn another spell later by observation. This ritual takes one hour per level of spell you wish to forget, which cannot be undertaken during a rest.
A spell learned or cast through observation is always considered a Psychic spell for you, but it is not necessarily a psionic spell, unless it is also on the Psionic Spell List.
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
Spell attack 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.
Mental Projection
At level 2, you can choose to project your mind in unique ways to affect the world around you. Choose one Projection from the list below. You can change your choice of Projection when you complete a long rest or immediately after casting a Psionic spell of 1st level or higher.
Your Projection has a range, which is 30 feet. This range increases as you gain Psychic levels, as shown on the Projection Range column of the Psychic table.
Mindsight
Your heightened mental awareness of your surroundings grants you blindsight within your Projection range, but you can only sense creatures or objects in that range using your blindsight if they have at least 1 Intelligence. If a creature is hidden from you and you sense them with Mindsight, you cannot pinpoint their location until you sense them with another sense, though you sense their presence for as long as they are within your Projection range.
Telepathy
You gain the ability to tap into others minds and speak to them. You gain telepathy within your Projection range. 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.
Wordless
Whenever you cast a spell with the Psionic subtype which targets an object, creature or point within your Projection Range, they appears ethereal and never requires Verbal components, as you can speak the components in your mind.
Hover
While you are not concentrating on a spell, you can levitate up to 1 foot off of the ground. While levitating, you cannot trigger traps on the ground or be effected by spells, such as the grease spell, which coat the ground you are levitating over. This levitation does not prevent damage from falling. If the ground you hover over would not normally support half of your weight, it breaks as normal.
As a bonus action, you can choose a number of additional willing creatures up to your Intelligence modifier (min. 1) who are within your Projection range to also gain the benefits of your Hover until you change this Projection or they leave your Projection range.
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 Wisdom 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. This temporary Intelligence decrease has no effect on the creature's Intelligence saving throws, which are made as if their Intelligence score is its normal score. A creature's Intelligence score cannot be reduced below 0 using this feature.
You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a short or 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 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 mind 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 deafened and has disadvantage on any Concentration saving throws they make until the end 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 always have the Mindsight Projection, in addition to your other chosen Mental Projection.
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 Charisma (Deception) or Dexterity (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.
Deflection
Also at level 1, whenever you are targeted by a melee attack from a target you can see, you can use your reaction to impose disadvantage on the attack roll.
Psionic Stagger
At level 3, when a melee attack which had disadvantage misses you from a creature you can see, you can choose for that creature to make a Wisdom saving throw or become stunned until the beginning of their next turn.
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 on saves 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 as 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. You cast the cantrip as a Psychic spell.
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. However, this temporary Intelligence increase does not increase your spell save DC or spell attack modifier.
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 Crash°
- 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
- Hijack Spike °
- 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
- 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 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 15 feet towards an enemy to deal an additional 1d8 thunder damage, or you may move 20 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, gather visual data, and remove obstacles to their movement. 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 hover at a speed of 30 feet. Any area of difficult terrain within 5 feet of the path an Observer moves through on a turn is not considered difficult terrain until the beginning of the next turn.
The Scout can move their Observer on their turn (no action required), 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. This lasts until the beginning of their next turn or whenever the Scout choses to end it (no action required).
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 or one skill and your proficiency with theives' tools. You double your Proficiency Bonus whenever you use a check that uses a chosen proficiency.
At 6th level, you may choose an additional two skill proficiencies or an additional skill and your proficiency with thieves' tools 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 energy 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, launchers and even slayers. 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 a 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 Wisdom (Perception) or Intelligence (Investigation) 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 are hidden from a creature at the beginning of your turn, you remain hidden from them until the end of the turn or after you make an attack roll, even if you would move out of the obscurement that allowed your stealth.
Additionally, 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 Beacons and Bards, 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 or make an attack roll, the mark bursts out and deals Force damage equal to the die rolled. The creature then must succeed on a Constitution saving throw against that damage, as if they were keeping concentration on a spell. On a failure, regardless of whether the triggering action was a spell that required concentration or not, they fail to cast the spell or make that attack, and they lose any spell slot spent.
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 school 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 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: detect magic, guiding bolt, sanctuary, and sleep.
The Seer
| Level | Proficiency Bonus | Features | Prophecy | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Oracle Vision, Prophecy | 1 | 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
Spell attack 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 relinquishes their immediate possible futures to you until the end of your next turn. A creature effected by your Oracle Vision has disadvantage on any attack against you it would normally not have advantage on, and it cannot succeed on ability checks made to hide from you.
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.
Prophecy
You can guide the hand of those whose futures you briefly see. When you use the Help action to help a creature effected by your Oracle Vision, you can choose for them to also gain a bonus to their check or attack equal to your Wisdom modifier (min. 1).
You can use this feature once, gaining more uses as you gain Seer levels, as seen in the Prophecy column of the Seer class table.
Deck of Omen
Beginning at 2nd level, you can enchant a special gaming set as an action, called your Deck of Omen. You can only have one Deck of Omen at a time- if you enchant a new one, your previous one loses these properties. Your Deck of Omen is represented by a standard deck of 52 playing cards (excluding jokers). You can draw one card from this deck when you complete a long rest or whenever you cast a seer spell using a spell slot. You can only have one card drawn from your Deck of Omen at a time, discarding any other you have drawn if you would draw another.
While you have your Deck of Omen on you, you can spend you drawn card by discarding it, giving an effect based on its suit, as shown below. Face cards are considered to be a number equal to twice your proficiency bonus for the purposes of these features.
Clubs. An omen of power. When you or someone within 30 feet of you would miss with a weapon attack or fail a Strength check or saving throw, you can use your reaction to spend your drawn Clubs card to add the number on the card to the roll, potentially changing the result.
Diamonds. An omen of the mind. When you would fail an Intelligence or Wisdom ability check, you spend your drawn Diamonds card to add the number on the card to the roll, potentially changing the result.
Hearts. An omen of bravery. When you roll initiative or immediately before you or someone within 30 feet of you takes damage, you can use your reaction to spend your drawn Hearts card and give Temporary hit points to one creature you can see within 30 feet of you equal to the number on the card.
Spades. An omen of battle. When you or someone within 30 feet of you rolls damage with a spell, you can spend your drawn Spades card as a reaction to replace one of the rolled damage dice with the number on the card or the maximum damage amount on the damage die, whichever is lower.
You can shuffle your discarded cards back into your deck whenever you take a long rest, and you must shuffle them all back into your deck whenever you draw the last card in your deck.
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 be of a spell level that you can cast, but does not need to necessarily be a ritual spell.
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. They are all considered under the effects of your Oracle Vision for 1 minute or until you use this ability again.
If you take damage while under this effect, you must succeed on a Wisdom saving throw against a DC of 10 or half the damage dealt, whichever is higher, or this ability ends early.
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. These gamblers use their oracle abilities to invest power into gaming sets, steal secrets from other arcane practices, and empower their Deck of Omen.
Game Master
When you choose this specialization at 2nd level, you learn a 1st-level spell and a cantrip from from a different class's spell list, based on one Gaming Kit of your choice from the list below, and you must be proficient with that gaming kit to choose that spell. This spell does not count against your Seer Spells Known and it is considered a Seer spell for you.
Whenever you learn a new spell or cantrip or replace one of your old ones, you can learn them from the Seer spell list or from the spell list you gain from your chosen gaming kit, and they are all considered seer spells for you.
Game Spells
| Gaming Set | Spell List |
|---|---|
| Dice Set | Sorcerer |
| Dragonchess Set | Wizard |
| Playing Card Set | Warlock |
| Three-Dragon Ante Set | Bard |
Gambler's Hand
Additionally at level 2, your extended study into the use of luck has granted you a special connection with that power. Whenever you draw from your Deck of Omen, you instead draw a number of cards equal to your proficiency bonus. However, when you spend any of these cards or draw new ones, discard your all of your currently drawn cards.
Trap Card
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 spend a drawn card from your Deck of Omen. If the spell is of a level equal to or lower than the spent card, it fails and the spell slot is lost.
Once you successfully use this feature, you cannot use it again until you complete a long rest.
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 feature, 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 removed 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 and using their magic in rituals, 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 Intelligence or Wisdom check made to notice a hidden Undead, Fiend, or Celestial, as well as advantage on Intelligence or Wisdom checks made to realize if a creature is charmed or possessed.
Spirit Visions
Additionally at 2nd level, when you use your Oracle Vision on a creature, you can choose for them to be hounded by visions of horrifying ghosts. During this time, they cannot take reactions and, once per turn, they take additional psychic damage equal to your proficiency bonus whenever they take damage.
Ritualist
Beginning at 6th level, you can take time to channel magic through your allies and yourself, producing effects similar to rituals. Whenever you would cast a spell as a ritual, you can reduce the additional amount of time required to cast it to a number of rounds equal to the level of the spell. Alternatively, you can join another creature who does not have this feature who is casting a spell as a ritual to provide this same effect, spending your action each turn to do so. This effect only reduces the additional time spent for ritual casting, not the casting time of the spell itself.
Additionally, you can cast any seer spell as a ritual, regardless of whether it has the Ritual tag or whether or not you know the spell. Once you cast a spell as a ritual in this manner, you must complete a long rest to do so again. The spell you cast in this manner cannot be higher level than your proficiency bonus - 1.
Reveal Secrets
Beginning at level 14, you have become attuned to the ethereal. You gain truesight out to 10 feet, and can see through non-magical barriers, such as walls or doors, with your truesight as though they only lightly obscure the area beyond them.
At 18th level, your truesight from this feature extends to 30 feet.
Channel Location
Beginning at level 18, you may can channel the spiritual energies of a given area. After completing a 10 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 truly 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 necessarily 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 an 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.
Additionally, whenever you cast a spell or activate the effects of a spell using your bonus action, you can use your Oracle Vision as part of the same bonus action.
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. Immediately before making this weapon attack, you can use your Oracle Vision as part of that 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 against your spell save DC, becoming immune to this use of this feature 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
- Counterspell
- Dispel Magic
- Haste
- Hypnotic Pattern
- Intellect Fortress
- Magic Circle
- Major Image
- Nondetection
- Sending
- Slow
- Spacial Rend°
- Speak with Dead
- Summon Heroic Spirit°
- 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 Slayer
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 (sometimes called "Haze" or "Aura") a natural force which permeates some parts of the world and rests in some people. The strength of a Slayer comes from thier innate, raw power, which they must train diligently to restrain and form it into streaking, simple blasts of energy, eventually focusing their techniques even further until they become close to the Gods themselves.
Baang, Myun, and Soo
The power of a Slayer comes from their manifestation of Shinsu. More difficult to control than bodily Ki and denser than the arcane Weave, Shinsu can only be manifested in basic units of power called Baang. For Slayers, a talented novice might be able to control 2 or 3 Baang, but the strongest Shinsu warriors, known as Rankers, might be able to manifest 30 to 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. Slayers cast spells and perform special, martial art techniques by manipulating a combination of Baang, Myun, and Soo. Specific Slayers are known for their unique Styles of manipulating their Myun and Soo, and no two Slayers are quite the same.
Despite the seeming simplicity of Shinsu manipulation, the effects can be very drastic. The most primal form is pure power in vibration and Myun, manifesting as forms of pure energy like fire and Lightning, while newer techniques dip into the realms of martial arts and even the plane of negative energy. As to how far a Slayer can go with their strength, that is entirely dependent on their resolve...
Harsh Training or a Contract
Some people have an inherent talent for Shinsu manipulation, such as the famous Energist nobles of the Ten Families, while others have to struggle to manifest a single Baang. However, it doesn't make much difference for a Slayer, because at some point you will have to seek training to refine your raw power.
There are two ways to become a formal Slayer. The first is to have another Slayer train you and build up Shinsu in your body through constant, martial practice, similar to a monk's meditation to develop their Ki. Despite training for Ki as a monk being a safer option than trying to imbue oneself with the inordinate amounts of Shinsu required to be a Slayer, it is a far faster means to power- and therefore attempted by those who seek to gamble with fate.
The second way to become a Slayer is to make a contract with an Administrator- a supernaturally powerful being that has the ability to unlock and partially inhibit one's innate potential. They will often teach a Slayer to control Shinsu simply so that they may control their natural, explosive energy. Administrators often are creatures who seek to facilitate fairness and law in the universe, such as Angels, Inevitables, or powerful clerics of lawful-aligned gods, and see binding someone's chaotic potential as a means to that end.
Waves of Energy
As a result of the manner in which Slayers manipulate Shinsu, they are also called "Wave Controllers", as the Shinsu that flows around them seems to ebb and flow as if in the tides of the ocean. The names of many Slayer styles and spells allude to this tidal motion of combat, taking names related to the ocean and its immensity of energy.
The Slayer
| 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 Slayer
The most important question for creating a Slayer 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 to gain power? Did they walk through an area of intense Shinsu and realize they could see the way it flows?
Quick Build
You can make a Slayer 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 Deep Pressure and Shinsu Cannon cantrips, along with the 1st-level spells Aura of Hellfire and Soul Arrow.
Class Features
As a Slayer, you have the following class features.
Hit Points
- Hit Die: 1d8 per Slayer level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8 + your Constitution Modifier
Proficiencies
- Armor: Light
- Weapons: Simple weapons, shortswords, needles
- Tools: None
- Saving Throws: Wisdom and Charisma
- Skills: Choose 2 from Acrobatics, Arcana, Insight, Intimidation, Medicine, Persuasion, and Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- (a) a needle or (b) a shortsword and a simple weapon.
- (a) leather armor or (b) scale mail (if proficient)
- (a) an arcane focus or (b) a component pouch.
- (a) a dungeoneer's pack or (b) an explorer's pack.
- and three daggers.
Pact Magic
As a Slayer, 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 Baang 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 Slayer spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Slayer 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 Slayer table. You cast any spell at the level determined by your level, in the Spell Slot Level column of the Slayer 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 Slayer 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 Soul Arrow at first level, but you cannot learn Psionic Darts, since its spell level is higher than the level you can cast.
Spellcasting Ability
Charisma is your spellcasting ability for your Slayer 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 Slayer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack 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 focuses for Slayers (at least, those who do not channel their magic through their weapons).
Baang Shape
Every Slayer 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 Slayers stay back and attack from a middle range behind the front-liners, 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 Slayer 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 slayer 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 cast spells more frequently. You learn one cantrip from any spell list. If the cantrip is not normally a slayer spell, it is nonetheless considered a slayer spell when you use it.
Additionally, when you complete a long rest, you create a small, magical orb of shinsu, which floats around your head until you complete your next long rest. When you create an orb, you can store a single, 1st-level spell from the slayer spell list or your Expanded Shape spell list. You need not know the spell you store, and while the orb is in existence you know that spell and can cast it using any spell slots you have. Alternatively, you can expend the orb to cast the spell at 1st level, without using a spell slot.
You can create one more orb at levels 5 (2 orbs), 9 (3 orbs), 13 (4 orbs) and 17 (5 orbs), choosing the same or a different spell to store in each.
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 for the first time on a turn or begins their turn there 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, cannot use any flying speed they have, 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.
You can use an action to suppress your Aura of Shinsu 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 and the caster succeeds on a spellcasting ability check against a DC equal to your spell save DC.
Soo Increase
Choosing to increase your Soo allows you to concentrate your Shinsu into a specific spot and call astral allies with it. You can use an Action to summon a cosmic ally that swims through Shinsu tides, called a Shinsu Deepfish. This unique ally acts on your Initiative in combat, but at the end of your turn, and can only take the Dodge action unless you use a bonus action to command it on your turn, after which it can take any action in its statistics or any other Action. In several places in its statistics it refers to your PB (Proficiency Bonus) or level, which is your level in this class. If you are incapacitated, it can take any action, not just Dodge, and focuses on protecting you.
Once you summon your Shinsu Deepfish, you cannot do so again until you complete a short or long rest, where it is restored to full hit points and any conditions afflicting it are removed.
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 Slayer table. You can cast it at 6th level once per long rest without expending a spell slot.
At higher levels, you gain more Slayer 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 Technique Mastery when you finish a long rest.
Infinite Baang
At 20th level, with the power of a Ranker, 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 to do so.
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.
Administrator's Knowledge
You can tap into the knowledge of items and places in a location for a brief amount of time. As an Action, you can touch an object or a structure and glean the knowledge of those who used it. You gain one of the following skill proficiencies depending on the kind of item or structure you touch until you next take a short or long rest, until which you cannot use this ability again. Once you use an object for this ability, you cannot use it again on that object again, but you can use it on a given location any number of times.
When you gain proficiency with a skill in this way, you can expend a spell slot. When you do so, you gain Expertise with that skill for a number of hours equal to the level of the spell slot expended.
| Item or Location | Skill Gained |
|---|---|
| A spellbook, arcane focus, or Wizardly Study | Arcana, History |
| A Druidic message, a druidic focus, or a Forested Glade | Animal Handling, Nature |
| A healing kit, an herbalism kit, or a Temple | Medicine, Religion |
| A stolen piece of jewelry, thieves' tools, or a Criminal Hideout | Sleight of Hand, Stealth |
| An instrument or a Theatre | Persuasion, Performance |
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 slayer spell and without expending a spell slot or material components. When you do so, you cannot do so again until you complete a long rest.
Baam Style: Maelstrom
By using an action and expending a slayer spell slot, can make a melee weapon attack against all creatures within 10 feet of you, ignoring the normal reach of your weapon in doing so, with a bonus to hit and damage equal to the level of the spell slot expended.
Baang Barrier
Prerequisite: The Shinsu Cannon cantrip
When you cast shinsu cannon, you now summon additional orbs equal to your proficiency bonus.
Additionally, when you would be hit by an attack while you have at least one orb from Shinsu Cannon, you can use your reaction to expend that orb and roll 1d4, increasing your AC by that amount until the start of your next turn.
Baang Split
When you cast a cantrip that has a spell attack roll which would deal more than one die of damage on a successful hit (not including extra dice of damage gained from other spells or sources other than the cantrip), you may instead make a separate attack for each die of damage it would deal, choosing the same or a different target, dealing one die of damage each hit. You choose which die on each hit if there are multiple different dice.
If there is a separate effect of the cantrip other than damage, it can effect each target only once when casting the spell this way.
Additionally, the first time each turn for each target there would be a non-damaging effect of a spell attack from a cantrip you cast that would be imposed on the target, you can instead choose for that effect to not occur and to deal additional force damage equal to your spellcasting ability modifier (min. 1) as part of that cantrip's damage roll.
Beam Cannon
When you make a spell attack, it ignores half and three quarters cover and any armor class bonuses gained from spells, such as the shield, mage armor, or haste spells.
Blue Oar
Using your bonus action to lift off, you levitate up to 10 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 10 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 long rest.
Combustion
Prerequisite: Energist Shape
You learn the defensive benefits for using fire. After casting a spell of 1st level or higher that deals fire damage, if you are wielding an Energy Brand which deals fire damage, enemies have disadvantage on melee weapon attacks against you until the beginning of your next turn.
Enemies do not have disadvantage on attack rolls from this ability if they are immune to fire damage.
Crimson Flame
Prerequisite: Energist Shape and 9th level
When you deal damage with a cantrip or weapon attack with your Energy Brand which deals fire damage, you may expend a Slayer 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
As a bonus action on your turn, you can cast invisibility 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.
Deep Sea Crush
Prerequisite: The Deep Pressure cantrip
When you cast Deep Pressure, you can choose for it to deal thunder damage instead of bludgeoning damage, and the nature of the aura which surrounds your enemy changes. The aura produced by the cantrip can give disadvantage on any melee attack roll, and, when you do so, the enemy takes 1d6 thunder damage. This damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Fast Skip
Prerequisite: Pugilist 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 saving throw against hold person cast in this way, they become immune to all hold person spells cast from this Shinsu Manifestation for the next 24 hours.
Fifth Shadow
Prerequisite: Occultist Shape
You know the misty step spell, and can cast misty step without expending a spell slot between areas of dim light or darkness by spending 1 Soul Point.
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. Ignore this part of this Manifestation if you can already make multiple attacks during your Attack action from another feature, such as Extra Attack.
Additionally, you may use your Charisma modifier for the attack and damage rolls of your unarmed strikes or magically conjured weapons, if you could not already.
Guide
Prerequisite: 3rd level
Whenever you use your action to cast a Slayer 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 Shinsu Manifestation can see its effects.
Ha Yura Style: Teleport
Prerequisite: 7th level
You can know dimension door as a Slayer spell, and may cast it once without using a spell slot. You must complete a short or long rest before you can use this ability again.
Dimension door's range, when cast without using a spell slot through this feature, is equal to 20 feet times the total levels of Slayer spell slots expended since your last completed long rest, and fails if you attempt to cast it in this way without first spending a spell slot since your last long rest. This range cannot be greater than 500 feet.
Incandescent Bomb
As an action, you cause a burst of light to explode from you. Any creature of your choice 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, or you can spend a slayer spell slot to use it again.
Irregular
Prerequisite: Baang Increase
As an action, you can exchange one spell you know from the Slayer spell list with another cantrip or spell you know from the Slayer spell list. Additionally, when you choose the spells you store in the orbs provided by your Baang Increase, you can choose the 1st level spells from any spell list, which are considered slayer spells for you.
Jinsung Style: Butterfly Piercer
Prerequisite: Pugilist Shape
You can debilitate enemies by controlling the flow of energy in their body. The first time you hit an enemy with an unarmed strike on a turn, 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 (including against this initial unarmed strike).
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 Butterfly Piercer effecting one enemy at a time, with any previous effects ending on a new target you use this ability on.
Karaka Style: Black Goral's Horn Whip
Prerequisite: 7th level
You can cast Grasping Vine once, using a Slayer spell slot. You must complete a long rest before you can use this ability again.
Additionally, whenever you forcibly move one or more creatures at least 5 feet using a spell of 1st level or higher, you can choose for one of those creatures to take 1d6 additional necrotic damage fro every 5 feet traveled, to a maximum number of damage dice equal to your proficiency bonus. You can deal this additional damage once per turn.
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.
Mascheny Style: Deadly Lightning
Prerequisite: Energist Shape
Your lightning magic lets you move with extreme speed- while holding an Energy Brand made of lightning, your movement speed increases by 10 feet.
Additionally, whenever you use your action to cast a spell which deals lightning damage or Attack with an Energy Brand that deals lightning damage, you can use a bonus action on that turn to fly up to half your walking speed in a straight line. If you end this flight in the air, you fall.
Mutant Cannon
Prerequisite: The Shinsu Cannon cantrip
When you complete a long rest, you can change the nature of the orbs created by your Shinsu Cannon spell, changing them to one of the options below, which they remain each time you summon them. You can apply the same effect to multiple orbs you can manifest.
- Distant Orb. The range of this orb is double the normal range of the spell, but it has disadvantage to attack targets within 30 feet of you.
- Follow Up Orb. When you use your Action to cast a Cantrip or to take the Attack action, you can fire this orb as part of that action. You can only fire one Follow Up Orb per turn.
- Manipulating Orb. When you hit an enemy with this orb, you can move them 5 feet in any direction, instead of just away from you.
Phantom Sword
Prerequisite: Occultist Shape
Using an action, you can conjure a single, ethereal weapon in one hand. This blade can be any simple, martial, or exotic melee weapon that lacks the heavy or two handed properties. You are proficient with your phantom sword, and attacks made with this weapon are considered to be magical for the purposes of overcoming damage resistances and immunities.
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
When you cast a 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 (min. 1) to make the saving throw at disadvantage.
Once you use this ability, you must complete a long rest before you can use it again.
Shinsu Echoes
Prerequisite: 3rd level
After you spend at least one spell slot casting a Slayer spell, you retain some of that magical energy. You may cast a Slayer 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 attributes which effect their attacks that 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.
Tidal
Prerequisite: Myun Increase
Your Aura of Shinsu is imbued with your powerful soul, allowing you to produce additional effects from it. Whenever a creature fails their Constitution saving throw against your Aura of Shinsu, you can also have them suffer one of the following effects while hindered by the Aura:
- The creature is pulled towards your direction by intense gravity, and it needs to spend 4 feet of movement for every 1 foot it tries to move away from you.
- The creature's physical vitality is sapped from them, and has disadvantage on Strength, Dexterity, and Constitution ability checks.
- The creature is immediately knocked prone by the force of the Aura.
Whenever you cast a slayer spell of 1st level or higher, you can choose re-apply one of these effects on all creatures currently hindered by your Aura of Shinsu. Any previous effects from this Manifestation on a given creature end when they suffer a new one.
Yama Style: Mad Dog
You learn the Primal Savagery cantrip, which is considered a slayer cantrip for you. When you attack a creature with Primal Savagery, it is considered both an unarmed strike and a melee spell attack for the purposes of features which modify either kind of attack or damage roll.
Whenever you hit a creature with Primal Savagery, you also gain the effects of Alter Self spell without requiring concentration. This effect lasts for 1 minute, or until you gain a different effect of Alter Self from this manifestation.
Yama Style: Transformation
Prerequisite: 9th level
You can cast polymorph once without using a Slayer 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.
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.
Energist
Focusing on the raw power of fire and lightning, the Energist is a rare form of Slayer. 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.
Energists are often either insane or haughty individials, reflecting their proximity to dangerous elements. Those who specialize in flame are particularly dangerous, and many cannot control their explosive power, and have to inhibit themselves from harming their allies.
Expanded Spell List
The hardships of learning to be an Energist 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, you can choose to unleash magical force when you fight with fire or lightning. On your turn, you can choose to deal additional force damage when you hit an enemy with your Energy Brand or roll damage for a slayer spell which deals fire or lightning damage. This additional damage is 1d6 at 1st level, but increases to 2d6 at level 6, and 3d6 at level 14.
You can use this ability once, regaining the ability to do so on a short or long rest or immediately after you spend slayer spell slot on casting a slayer spell or using a Baang Manifestation.
Energy Brand
Additionally at level 1, you gain the ability to conjure an elemental weapon in the rough shape of a melee weapon you are proficient in, called an Energy Brand. You can summon your Energy Brand as a bonus action on your turn, and can create it either of lightning or fire. On a hit, it deals the kind of damage you created it out of, and you can use your Charisma modifier for attack and damage rolls with your Energy Brand.
You can only create one Energy Brand at a time, and your current Energy Brand disappears if you let go of it. Your Energy Brand can be used as the Material component for a spell which requires a melee weapon attack with that component, such as booming blade or green-flame blade.
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 spells and other magical effects 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 pulses around that enemy, 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 (your choice). On a successful save, they still take half damage. This ability cannot be suppressed.
Burst Spell
At level 14, when you use your action to cast a spell which 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 turn.
Once you use this ability, you must complete a long rest before you can use it again.
Pugilist
Learning martial arts to back up your control of Shinsu, you learn to fight up close and personal with enemies, learning spells to disrupt enemies and put you at an advantage. Able to fight right alongside Fishermen and Scouts, Pugilists are masters of melee spells.
Those who take this path are often driven for martial power. Many slayers who take this do so to utilize the powers of Reverse Flow Control, which allows the spellcaster to overpower enemies by pushing against the flow of Shinsu inside the bodies of others.
Expanded Spell List
Learning martial arts alongside controlling shinsu, the path of the Pugilist 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, Steel Wind Strike |
Martial Savant
At level 1, when you take this Style, you gain proficiency with medium armor and either the Athletics or Acrobatics skill, your choice.
Additionally, you can use your Charisma modifier for attack and damage rolls with your unarmed strikes and light weapons you are proficient with. Your unarmed strikes also deal 1d4 bludgeoning damage, and are considered magical weapons for the purposes of overcoming damage resistances and immunities.
The damage of your unarmed strikes increases at levels 6 (1d6), and 14 (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 still within 5 feet of you is reduced by an amount equal to your proficiency bonus, and you automatically succeed on Constitution saving throws made to maintain concentration on a slayer spell if the damage that provoked the saving throw is reduced by this feature. 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, your Close Combat feature now also occurs when you hit a creature within 5 feet of you with a melee or ranged spell attack.
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 attack made by an enemy within 5 feet of you. When you do so, you and the target must make opposed Constitution ability checks. If you succeed, the enemy takes the damage or effect of their 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 fail, 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.
Once you use this ability, you must complete a long rest before you can use it again.
Occultist
Occultism is a forbidden technique of Shinsu control, where the slayer steals soul fragments of those defeated in combat to fuel their attacks and spells. Most Occultists have arcane tattoos spread across their body to facilitate the storage of soul fragments.
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 siphoning, allowing them to choose from an expanded list of spells when they level up.
| Spell Level | Spells |
|---|---|
| 1st | Hex, Inflict Wounds° |
| 2nd | Pale Beacon°, Ray of Enfeeblement |
| 3rd | Soul Dregs°, Summon Undead |
| 4th | Blight, Phantasmal Killer |
| 5th | Enervation, Danse Macabre |
Soul Savant
At level 1, when you or a creature you have summoned through a spell or Slayer feature reduces an enemy to 0 hit points or deals a critical hit on an attack roll, you steal a sliver of their soul as a Soul Point. You can maintain a number of Soul Points equal to your Proficiency bonus + your half your slayer level, rounded up (min. 1). You cannot gain Soul Points from Constructs, creatures of CR 0, or creatures conjured through a spell.
When you deal damage with a spell or when a creature you created through a spell or Slayer feature deals damage, you can spend a number of Soul Points to add necrotic damage equal to your Charisma modifier (min. 1) to one damage roll against a number of targets you can see equal to the Soul Points spent. You can deal this extra damage only once a turn, but can do so multiple times in single casting of a spell.
If you had 0 Soul Points when you begin a long rest, you regain a number of Soul Points equal your proficiency bonus (rounded down) when you complete that rest.
Tattoo Necromancy
Additionally at 1st level, you have inscribed tattoos onto your body which allow you to channel the soul slivers 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 once, recovering your ability to do so after a long rest. At level 6, you can use this ability twice per long rest, and at level 14, you can use this ability three times per long rest.
Dark Shroud
At level 6, you gain resistance to necrotic damage so long as you have at least 1 Soul Point.
Additionally, as an action, you can expend any number of Soul Points to call a shroud of dim light and twisting shadows in a 10 foot radius around you for a number of minutes equal to the number of Soul Points expended. While a creature is in the shroud of darkness, they have advantage on Charisma (Intimidation) and Dexterity (Stealth) checks against creatures who cannot see through magical darkness.
When you use your Dark Shroud, you can also expend a use of Tattoo Necromancy to animate a number of dead bodies of humanoids or beasts within 30 feet of you who are no more than your proficiency bonus, which rise as a skeleton or zombie under your command, as if you had cast animate dead. These skeletons and zombies remain under your command until you use this aspect of your Dark Shroud again, where they die unless they are targeted to be animated again.
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. On a failure, if the Undead is of a CR equal to or lower than the amount of Soul Points expended in using this feature, they are magically charmed by you for 1 minute, regardless of whether they are normally immune to the charmed condition. Otherwise, higher CR undead who fail their saving throw instead have disadvantage on attack rolls against you until the end of your next turn.
You can telepathically command any number undead creature(s) charmed by you with this ability to attack, move, or guard someone or something as a bonus action on your turn (you may issue the same command or a different one to each controlled creature), which they will follow to the best of their ability, so long as the task is not immediately dangerous. Absent of commands, an undead creature charmed by this ability simply takes the Dodge action on their turn. If they take damage from you or one of your allies, they lose the charmed condition and this ability ends.
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 30 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 one affected enemy of your choice is considered paralyzed until you release eye contact from them 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 paralyzed in this way, or the effect ends when you take any other action or can no longer see the paralyzed creature. A blinded creature or a creature which is immune to the charmed condition is immune to this effect.
Once you use this ability, you must complete a long rest before you can use it again.
Cantrips (0 Level)
- Booming Blade
- Control Flames
- Dancing Lights
- Dark Orb°
- Deep Pressure°
- Disrupting Strike°
- Electric Loop°
- Friends
- Green Flame Blade
- Lightning Lure
- Produce Flame
- Shape Water
- Shinsu Cannon°
- Shocking Grasp
- Static Cloud°
- Sword Burst
- Thaumaturgy
- True Strike
1st Level
- Absorb Elements
- Aura of Hellfire°
- Chaos Bolt
- Color Spray
- Create or Destroy Water
- Detect Magic
- Deadly Wellspring°
- Earth Tremor
- Feather Fall
- Fog Cloud
- Grease
- Id Unleash°
- Jump
- Longstrider
- Protection from Evil and Good
- Mage Armor
- Searing Smite
- Soul Arrow°
- Tenser's Floating Disk
- Thunderwave
- Way of White Corona°
2nd Level
- Blindness/Deafness
- Concussive Clap°
- Crystal Hail°
- Detect Thoughts
- Earthbind
- Hold Person
- Invisibility
- Levitate
- Magic Weapon
- Mana Leech°
- Mirror Image
- Misty Step
- Psionic Darts°
- Pyrotechnics
- Silence
- Shadow Blade
- Shatter
- Tasha's Mind Whip°
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°
- Soul Greatsword°
- 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
- Mordenkainen's Sword
- 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
Small celestial, lawful neutral
- Armor Class 12 + your PB
- Hit Points 6 + four times your Slayer level
- Speed 0 ft, fly 30 ft (hover), swim 50 ft
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
- Senses darkvision 60 feet, passive Perception 13
- Languages Cannot speak, but can understands 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
Tail Lash. Melee Weapon Attack. Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d4 + your PB bludgeoning damage, and the Shinsu Deepfish can move up to 5 feet after hitting with this attack, without provoking attacks of opportunity from the target of this attack.
Shinsu Beam. Ranged Spell Attack. Your spell attack modifier to hit, ranged 60 feet, one target. Hit: 1d6 + your PB acid damage.
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 |
| Deadwalker | Wisdom 13 |
| Disciple | Strength or Dexterity 13 and Wisdom 13 |
| Leech | 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 |
| Beacon | Constitution 13 and Intelligence 13 |
| Scout | Dexterity 13 |
| Launcher | Strength 13 and Wisdom 13 |
| Slayer | Charisma 13 |
Proficiencies
When you gain a level in a class other than your first, you gain only some of 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 |
| Deadwalker | Light and medium armor, shields, simple and martial weapons |
| Disciple | Light and medium armor, shields, simple and martial weapons |
| Leech | Light and medium armor, simple weapons, harvester's tools, one leech skill of your choice |
| 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 |
| Beacon | Light and medium armor, simple weapons |
| Scout | Light armor, simple weapons, needles, one skill of your choice, thieves' tools |
| Launcher | Light and medium armor, shields, simple weapons, pikes |
| Slayer | 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, half of your levels in the deadwalker class (rounded down), 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 |
Attunement Similarity
When attuning to magical items, the following classes are similar enough to these other classes that they can attune to the same magical items as if they were the intended class. However you cannot use the function of an item which requires a specific class ability, such as a Holy Avenger amplifying a Paladin's aura.
Attunement Similarity List
| Tome Class | Similar Class |
|---|---|
| Artifact | Artificer, Sorcerer |
| Chrononaut | Fighter, Rogue |
| Deadwalker | Warlock |
| Disciple | Paladin |
| Leech | Ranger |
| Mistborn | Fighter, Rogue |
| Psychic | Any Class whose Spell List you can learn from |
| Seer | Wizard |
| Fisherman | Fighter, Monk |
| Beacon | Artificer |
| Scout | Rogue |
| Launcher | Ranger |
| Slayer | Warlock |
PART IV
Weapons Tables
Introduction
This section was created to showcase the special weapons and their properties that show up in several subclasses and classes in this document. These weapon lists are not extensive and players and DMs should be encouraged to develop new ones that fit either list as they see appropriate.
Exotic Weapons
The following weapons are used by monstrous cultures and by certain classes in this tome. These weapons are uncommon and often require specific commission to produce- it is assumed someone proficient in one of these weapons knows enough to commission it (or craft one with appropriate artisan's tools).
Due to the strange combat styles and unique handling of these weapons, they are considered Exotic. Other characters can learn to use them, but they require training either as a Fisherman or in a Feat. Other exotic weapons are found all around the corners of the world, and there are more out there yet to be discovered.
Some of these weapons are used by monstrous races or rare humanoids, which are known as culture weapons. Monsters may have proficiency with these weapons, and the secrets of their creation and use may be held by smiths of those races.
Exotic Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Melee Weapons | ||||
| Curve Blade | 75 gp | 1d10 slashing | 5 lbs | culture, two-handed, heavy, finesse |
| Dark Hand | 200 gp | 1d8 necrotic | –– | culture, shielding, lifedrain |
| Dogslicer | 10 gp | 1d4 slashing | 1 lb | culture, giant-killer, finesse |
| Gythka | 25 gp | 1d8 slashing | 2 lbs | culture, two-handed, finesse, sweep (d6) |
| Harpoon | 10 gp | 1d6 piercing | 4 lbs | culture, thrown (20/60), versatile (1d8), pull |
| Hook | 15 gp | 1d8 piercing | 2 lb | disarming, finesse |
| Horsechopper | 30 gp | 1d8 slashing | 3 lbs | culture, giant-killer, two-handed, reach |
| Large Hook | 50 gp | 2d4 piercing | 4 lbs | disarming, two-handed, reach, heavy |
| Necksplitter | 50 gp | 1d10 slashing | 6 lbs | culture, two-handed, heavy, sweep (d8) |
| Needle | 10 gp | 1d6 piercing | 1 lb | finesse, versatile (1d8), light |
| Spiked Chain | 5 gp | 1d8 piercing | 4 lbs | culture, reach |
| Spiked Shield | 12 gp | 1d6 piercing | 2 lbs | culture, shielding |
| War Scythe | 10 gp | 2d4 slashing | 5 lbs | two-handed, reach, heavy, bleed |
| Ranged Weapons | ||||
| Chatkcha | 5 sp | 1d6 slashing | 1 lb | culture, thrown (30/120), light, finesse |
| Shinsu Bomb | 5 gp | 1 bludgeoning | 1 lb | thrown (30/90), special |
Traits
Many exotic weapons have unique properties, which are described here.
Bleed. When you hit a creature with this weapon on your turn, you can carve the blow in such a way to induce heavy bleeding in your enemy as a bonus action. Place one Bleed token on your enemy, then deal slashing damage equal to the number of bleed tokens they have on them. All bleed tokens are removed away after they are healed with one use of a healer's kit or they receive any magical healing. A creature cannot have more bleed tokens than their maximum number of hit dice. Damage dealt by Bleed Tokens is considered magical if any of them were added from an attack from a magical weapon.
Culture. This weapon is a weapon unique to a certain monstrous culture, as described in their description. This weapon can be found or created by creatures of that culture, and characters of that culture might want to exchange a legacy or racial trait for proficiency with that weapon instead (see options for customizing your legacy and racial options in Tasha's Cauldron of Everything).
Disarming. When you hit a creature an attack using this weapon on your turn, you may use a bonus action to attempt to force the enemy to drop a weapon or shield they are holding. You make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you disarm the item, and it falls into an adjacent space of your choice within 5 feet of the creature.
Giant-Killer. Once per turn, when you hit a creature with this weapon who is at least one size category larger than you, you can deal an additional 1d4 damage for every size category the target is larger than you. You must have advantage on the attack roll or have an ally within 5 feet of your target to deal this additional damage.
Lifedrain. As an Action, you may make a single melee weapon attack against a target within 5 feet of you. If this attack hits, its damage die is 1d4 instead of 1d8, but you recover hit points equal to the total damage dealt. You cannot make more than one Lifedrain attack a turn.
Pull. A chain is attached to this thrown weapon, and allows you to pull it back to your hand at then end of your turn. When you hit a creature who is your size or smaller with a ranged weapon attack using this thrown weapon on your turn, you can use a bonus action to make a Strength (Athletics) check contested by the target's Strength (Athletics) check, pulling them 10 feet towards you on a success, as you pull the weapon back to you.
Shielding. This weapon can be used as a partial shield, giving a +1 bonus to your armor class while wielding it. You cannot benefit from this bonus and the armor class bonus of a shield at the same time, and if you attack with this weapon on your turn, you lose this armor class bonus until the beginning of your next turn.
Sweep. Whenever you would make an attack at advantage with this weapon, you may instead make two attacks at two different enemies within the weapon's reach without advantage. When you do so, this weapon's damage dice reduces to the dice size described by this trait.
Curve Blade
This large, curved greatsword is generally a shock weapon that can be mixed with more refined techniques.
Elven Culture. The curved blade was devised as a shock weapon for Elven troops who did not use magic nor bow.
Dark Hand
This small globe of weightless, red-black energy can be held in your hand, cold yet comforting.
Undead Culture. These are crafted by necromancers, wights, dhampir, and similar creatures attuned to the Ethereal Plane as a means of siphoning life energy.
Dogslicer
A weighted, heavy dagger with crude spikes used to carve the bellies and ankles of large creatures.
Goblin Culture. These are used by goblins to kill beasts and humanoids who are larger than them.
Gythka
A staff with two blades on either end, used to strike enemies in large sweeping motions.
Desert Culture. Originating with the Thri-kreen, insectoid desert nomads, this weapon has been adopted by other humanoids who live in the desert.
Harpoon
These harpoons are heavy spears with weighted chains attached to their ends, allowing them to drag speared enemies towards the thrower.
Mariner Culture. Originating with Merrow and Merfolk, these harpoons have been adopted by coastal humanoids, aquatic elves, and tritons.
Hook
A unique, curved version of the needle sword that is focused on disarming the enemy.
Horsechopper
A machete-like weapon with a wide grip, extended blade, and no guard, this weapon is used cut down mounts and other large beasts.
Goblin Culture. These are used by goblins to kill beasts and humanoids who are larger than them.
Large Hook
An outlandishly huge weapon, the Large Hook is designed like the hook but for a greater reach and distance.
Necksplitter
A single-bearded axe with a spiked pommel and weighed head used in large, berserk swings.
Orcish Culture. These are used by Orcish berserkers to break enemy lines when outnumbered. Some barbarian tribes and goliaths have adopted its use.
Needle
The common Needles are thin, spiked swords with no guard, used by Shinsu users and mariners alike.
Spiked Chain
These weapons are modified, metallic whips with iron or bone spikes designed to tear into unarmored beasts.
Shadow Culture. Originally used by the Shadar-kai, silvered versions of spiked chains have been adopted by vampire hunting humanoids.
Spiked Shield
A light buckler with spikes inset into its face and along the edge of the shield, used equally as armor and a weapon.
Lizardfolk Culture. Lizardfolk are known to craft bone shields with shark or crocodile teeth lining their edges, and their use has been adopted by those who live nearby such communities.
War Scythe
This weapon is a modified scythe used for harvesting crops, repurposed for battle as a glaive-like weapon with a crescent blade.
Chatkcha
A three-pointed throwing knife that has a curving arc to its throw.
Desert Culture. Originating with the Thri-kreen, insectoid desert nomads, this weapon has been adopted by other humanoids who live in the desert.
Shinsu Bomb
A small, circular capsule with a single blue top and a button, a master tinker stored Shinsu into a bomb form. When the Shinsu Bomb explodes, it lets out a burst of energy, but the shell of the bomb is left intact. During a short rest, a creature with the Shinsu Control or Spellcasting traits who is proficient with this weapon can recharge the Shinsu in a number of bombs in their possession equal to their proficiency bonus. Otherwise, they recharge all Shinsu bombs after a long rest.
Special. Pressing the button as a free action arms the bomb, which detonates at the beginning of the second round (12 seconds later) after the button was pressed. You may also arm a shinsu bomb as part of your attack roll with one, though you may only arm one Shinsu Bomb per turn. When an armed bomb hits a creature, it always detonates. Every creature within 5 feet from where it detonates, must make a DC 14 Dexterity saving throw or take 2d6 force damage. A creature hit by the bomb immediately fails this saving throw.
Dragonbane Weapons
Ancient humanoids did not have the assistance of arcane or miraculous magic to fight against the threat of dragons. As such, an order of talented knights known only as Dragon Slayers were founded to wield oversized and incredibly specialized weapons called Dragonbanes, to hunt down and slay these dragons. Most Dragonbane weapons are too outlandish or unwieldy to fight with without specialized training.
Only those proficient in these weapons can use their unique properties, although the Turret and Whiff properties are always in effect.
Dragon Tooth
This massive greatclub is traditionally forged from the tooth of an ancient dragon, easily double the size of the wielder. Its incredible damage is balanced by its incredibly slow unwieldy attack speed.
Whiff. The Dragon Tooth, the massive stone tooth of a fossilized dragon, is incredibly powerful, yet it requires incredible strength just to lift. If you miss with the Dragon Tooth, you cannot make any more attacks until the beginning of your next turn, as you must attempt to lift it back up onto your back and you are thrown off balance.
Weighted Spear
The weighted spear is a long spear with a stone block of granite or some other substance that weighs it down just before the tip, allowing some fighters to use the weight of it to pierce the scales of ancient dragons.
Breaker. When you deal damage with this weapon against a creature, you can use a bonus action on the same turn to force that creature to make a Dexterity saving throw. The DC is 8 + your proficiency bonus + your Strength modifier. If they fail, their AC is lowered by half your proficiency bonus, rounded down, for 1 minute.
This ability can effect Natural AC and AC derived from high Dexterity modifiers, but does not stack with itself.
Wolf Greatsword
This strange greatsword has a groove down the center and is surprisingly light. It promotes a fighting style that involves leaping attacks and fighting alongside allies, like a pack of wolves.
Leap. A unique, tapered greatsword with a grooved face, the fighting style associated with the Wolf Greatsword is reminiscent of a hero of old. Before you spend any movement on your turn, you may instead use your bonus action to make a special, standing long jump, which allows you to leap up to half your movement speed to a point you can see that is not higher than the point you leapt from. When you land there, you may make an attack with this weapon from the place where you landed.
Moving in this manner does not provoke attacks of opportunity, and after you move in this manner, your movement speed is considered 0 until the beginning of your next turn.
Dragonbane Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Melee Weapons | ||||
| Dragon Tooth | 100 gp | 2d12 bludgeoning | 40 lbs | Heavy, Two-handed, Whiff |
| Weighted Spear | 80 g | 1d8 piercing | 12 lbs | Versatile (1d10), Thrown (20/60), Breaker |
| Wolf Greatsword | 80 gp | 2d6 slashing | 15 lbs | Two-Handed, Leap |
| Tracer | 40 gp | 1d6 slashing | 1 lbs | Light, Finesse, Assassin, Bleed |
| Ranged Weapons | ||||
| Greatbow | 100 gp | 2d6 piercing | 20 lbs | Heavy, Two-handed, Ranged (300/1200), Ammunition, Turret |
Tracer
These innocuous glowing scimitars are often found in pairs, and have hollow barbs that can store poison and can tear through the flesh of their victims.
Assassin. These innocuously glowing scimitars are lined with hollow barbs and serrated edges to assist in delivering poisons. Any creature who makes a save against a poison inflicted by this weapon makes the save at disadvantage, and the DC is never less than 8 + your proficiency bonus + your Dexterity modifier.
Bleed. When you hit a creature with this weapon on your turn, you can carve the blow in such a way to induce heavy bleeding in your enemy as a bonus action. Place one Bleed token on your enemy, then deal slashing damage equal to the number of bleed tokens they have on them. All bleed tokens are removed away after they are healed with one use of a healer's kit or they receive any magical healing. A creature cannot have more bleed tokens than their maximum number of hit dice. Damage dealt by Bleed Tokens is considered magical if any of them were added from an attack from a magical weapon.
Greatbow
This giant bow uses a hollow branch or highly specialized metal alloy and a chain bowstring, and launches specialized javelins instead of arrows.
Turret. The Greatbow does not use arrows to fire- it uses modified javelins. As such, it requires more than a steady hand to launch the weapon, it requires the massive bow to be steadied in the ground first. A fighter must use a bonus action to set the Greatbow into steady ground before using it to attack, and it requires another bonus action to remove from the ground.
Additionally, the Greatbow uses your Strength modifier for its attack and damage rolls, not Dexterity.
Trick Weapons
Trick weapons are unique weapons forged by the Workshop hunters and some Leeches. Strange and unwieldy to the uninitiated, Trick weapons are a reflection of the hunter's path.
There are 3 kinds of Trick Weapons. Uncanny weapons are generally melee weapons held in your dominant hand, which are the most common form of combat for a Workshop Hunter. Bloodtinge weapons are sidearms which utilize Quicksilver Bullets to grant range and utility to the hunter. Lore weapons are rare and dangerous Trick Weapons, often created from the bodies of very powerful monsters. These weapons are powerful but often come with significant drawbacks.
Traits
Each Trick weapon are unique, specially crafted instruments designed for each individual Workshop Hunter. Interestingly, very few enchantments have ever been known to work on Trick Weapons, making even the most basic enchantment difficult to obtain. For any given enchantment, such as a basic +1 enchantment, the rarity for an Uncanny or Bloodtinge weapon is increased by 1 (for example, uncommon to rare), and the rarity for a Lore weapon is increased by 2 (for example, uncommon to very rare). Additionally, making modifications, such as silvering, a trick weapon costs 4 times the regular cost.
However, many trick weapons also have special traits which distinguish them from other weapons.
Artillery. When you make this attack, you fire the attack upwards in an arc equal to half the distance aimed. If you are blocked by a roof or similar obstacle, the attack is made at disadvantage to make up for the strange angle you must fire the weapon at. If the attack hits, any creature within 5 feet of the target must make a Dexterity saving throw or take half the damage dealt to the target.
Bloodtinge. This tag is used to apply to any weapon that uses Quicksilver Bullets. The number in the parentheses is the amount of Quicksilver Bullets required to attack with the weapon once. If you do not have the prerequisite bullets, you cannot use the Bloodtinge weapon. Any weapon with the Bloodtinge tag can be used for the reaction attack in the Trick Weapon Fighting feature.
Church. An ancient sect of the Old Hunters split off to fight the threat of lycanthropy with fervor. A weapon with the Church tag is considered silvered.
Dual-Wield. When a Trick Weapon is in a state that has this tag, it can only be effectively wielded in two hands. When you fight this way, you gain any benefits from Two Weapon Fighting, and you can make an attack as a bonus action. You do not add your ability modifier to this second attack unless you have the "Two-Weapon Fighting" Fighting Style. When you transform a Dual-Wield weapon, you can stow/draw your Bloodtinge weapon just like any other Trick weapon.
Fade. Fade is a tag that is applied to Transformed states of weapons. When you use the Transform action on this weapon, the Fade weapon reverts to its regular form at the end of your turn.
Grapple. When you hit a creature with this weapon, you can choose to instead grapple them with the weapon. If the creature is more than 5 feet from you, you also pull them 5 feet closer to you as part of this grapple, or the grapple attempt fails. In order to escape from this grapple, the creature must use an action to make a Strength (Athletics) check against a DC of 8 + your proficiency bonus + your Strength or Dexterity bonus, whichever is higher. You must be proficient in the weapon to grapple them in this manner, and you release the grapple if you drop the weapon.
Parry. When you hit a creature with a reaction attack using this Bloodtinge weapon, you can choose to forgo damage to instead reduce the damage of the triggering attack. If the triggering attack hits you, you can roll the weapon's damage die + your Dexterity modifier, and reduce that attacks damage by that amount. If you reduce the amount to 0, the enemy is thrown off balance, and the next attack made against it until the end of your next turn has advantage.
Pierce. Ranged attacks made with this weapon are surprisingly powerful. If you make an attack against a creature and there is a creature in a direct line behind it within 10 feet, you may make another attack against that creature with the same shot.
Serrated. Serrated weapons are specially crafted to hunt beasts, monstrosities, and beast-like humanoids, such as Gnolls or Driders. When you make an attack against such a creature with a Serrated weapon, you ignore any damage resistances it might have to the weapon's damage, and it still takes half damage if it is immune.
Spread. When you make an attack with this Bloodtinge weapon, your bullets fire out in a cone equal to the Range increments of the weapon. You make an attack roll for each creature in the cone's area of effect. Attacks made against targets inside your second range increment are still made at disadvantage. You do not add your ability modifier to a Spread attack's damage roll.
Trick. This trait can be applied to several kinds of weapons, not just Uncanny weapons. A weapon with this tag can be transformed as a bonus action into its Transformed state, which is detailed below in its description. You must be proficient with the trick weapon to do this, otherwise it takes an Action to transform the weapon.
Two-Handed. Two-handed trick weapons function as regular two-handed weapons. However, when a two-handed weapon has the Transform property, you can draw./stow your Bloodtinge weapon as part of that transformation. If you are wielding a shield, you must stow the shield first before Transforming your weapon, or you cannot use the transform bonus action.
Uncanny Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Blades of Mercy | 40 gp | 1d4 slashing | 2 lbs | Trick, Finesse |
| Transformed | –– | 1d4 slashing | 4 lbs | Trick, Finesse, Dual-Wield |
| Bowblade | 80 gp | 1d6 slashing | 6 lbs | Trick, Finesse |
| Transformed | –– | 1d8 piercing | 6 lbs | Trick, Ranged (150/600), Two-Handed, Ammunition |
| Cannon Saber | 100 gp | 1d8 slashing | 12 lbs | Trick |
| Transformed | –– | 2d4 piercing | 12 lbs | Trick, Ranged (30/90), Bloodtinge (2) |
| Executioner's Wheel | 80 gp | 1d6 bludgeoning | 14 lbs | Trick, Heavy, Special |
| Transformed | –– | 2d4 necrotic | 14 lbs | Trick, Heavy, Two-Handed, Special, Fade |
| Holy Pick | 40 gp | 1d8 piercing | 5 lbs | Trick, Church |
| Transformed | –– | 1d10 piercing | 5 lbs | Trick, Two-Handed, Church |
| Hunter's Axe | 30 gp | 1d8 slashing | 12 lbs | Trick, Heavy |
| Transformed | –– | 1d10 slashing | 12 lbs | Trick, Heavy, Two-Handed, Reach |
| Hunter's Saif | 30 gp | 1d6 slashing | 4 lbs | Trick, Light, Finesse |
| Transformed | –– | 1d8 slashing | 4 lbs | Trick, Finesse |
| Jagged Cutter | 45 gp | 1d8 slashing | 8 lbs | Trick, Heavy, Serrated |
| Transformed | –– | 1d4 slashing | 8 lbs | Trick, Heavy, Reach, Serrated |
| Kirkhammer | 80 gp | 1d6 slashing | 20 lbs | Trick, Finesse, Church |
| Transformed | –– | 2d6 bludgeoning | 20 lbs | Trick, Heavy, Two-Handed |
| Rending Saw | 80 gp | 1d6 bludgeoning | 14 lbs | Trick |
| Transformed | –– | 2d4 slashing | 14 lbs | Trick, Two-Handed, Special |
| Rifle Spear | 50 gp | 1d6 piercing | 10 lbs | Trick |
| Transformed | –– | 1d8 piercing | 10 lbs | Trick, Two-Handed, Ranged (60/ 150), Bloodtinge (2) |
| Saw Cleaver | 40 gp | 1d6 slashing | 4 lbs | Trick, Serrated |
| Transformed | –– | 1d10 slashing | 4 lbs | Trick |
| Stone Blade | 80 gp | 1d8 slashing | 15 lbs | Trick, Church |
| Transformed | –– | 2d6 slashing | 15 lbs | Trick, Heavy, Two-Handed |
| Threaded Cane | 30 gp | 1d6 bludgeoning | 2 lbs | Trick, Finesse |
| Transformed | –– | 1d4 slashing | 2 lbs | Trick, Finesse, Reach, Serrated |
| Thunder Mace | 45 gp | 1d6 bludgeoning | 8 lbs | Trick |
| Transformed | –– | 1d10 lightning | 8 lbs | Trick, Fade |
Bloodtinge Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Cannon | 75 gp | 1d12 fire | 20 lbs | Bloodtinge (3), Ranged (20/90) |
| Gatling Gun | 300 gp | 2d4 piercing | 40 lbs | Bloodtinge (3), Ranged (20/60), Spread |
| Heavy Rifle | 150 gp | 1d12 piercing | 12 lbs | Bloodtinge (2), Ranged (20/60) |
| Hunter's Blunderbuss | 25 gp | 1d4 piercing | 4 lbs | Bloodtinge (1), Ranged (10/30), Spread |
| Hunter's Pistol | 25 gp | 1d6 piercing | 3 lbs | Bloodtinge (1), Ranged (20/60), Parry |
| Mortar | 150 gp | 1d8 piercing | 28 lbs | Bloodtinge (3), Ranged (60/150), Artillery |
| Piercing Rifle | 75 gp | 1d8 piercing | 8 lbs | Bloodtinge (2), Ranged (30/90), Pierce |
| Repeating Pistol | 100 gp | 2d4 piercing | 4 lbs | Bloodtinge (2), Ranged (15/45), Parry |
Special Weapons
Several weapons have certain traits that make them unique compared to all others.
Executioner's Wheel. Due to its shield-like form, the regular form of the Executioner's wheel grants the benefits of a shield while equipped. This does not stack if you have another shield equipped.
The transformed form the Executioner's Wheel expands and becomes less corporeal. While you have the transformed form out, it loses its shield benefits and your attacks are considered magical for the purposes of overcoming damage immunity and resistance.
Rending Saw. The Transformed form of the Rending Saw has a special property, as it whirls in a serrated wheel. As a bonus action, after dealing damage with this weapon, you can choose to continue the weapon's spinning blades, immediately dealing 1d4 slashing damage to a single creature you hit on that turn.
On your next turn, if the creature has not moved out of range of you since your last turn, you can choose to replace any attacks in your Attack action with a guaranteed 1d4 slashing damage. You add your rite damage to this guaranteed damage if you have a rite active on the Rending Saw.
This effect ends when you transform the weapon back to its regular form or when you let go of the weapon.
Boom Hammer. When you make an attack with a Transformed Boom Hammer, you must charge up your full energy for each swing- you may only make one attack with it per turn, regardless of how many attacks you might be granted by features such as extra attack. You can still make attacks with other weapons on the same turn.
Moonlight Greatsword. While the Moonlight Greatsword is transformed, you may use an Action to send an arc of moonlight energy at it. Any creature in a 30 foot line must make a Dexterity saving throw or take 3d8 radiant damage. This radiant damage increases to 4d8 when you reach level 17. The saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
The Moonlight Greatsword then begins to fall apart. It instantly reverts to its regular form, and its attacks gain a -1 penalty to attack and damage. This effect is cumulative, and if your penalty reaches -5, the weapon breaks and crumbles into fine, light blue dust. The moonlight greatsword loses all levels of weapon penalties after completing a long rest.
Nightmare Parasite. When you transform with this weapon, you surround yourself with the maddening energy of the Far Realms, which explodes in a psionic surge all around you. Any creature within 5 feet of you, including yourself, must make a Wisdom Saving Throw or take your Rite Damage die in psychic damage.
If you do not have a Rite Damage die, use 1d4 instead.
Lake Shield. This glass shield can be wielded as a shield in your off hand. It has a peculiar ability to reflect spells. When you are hit by a spell attack while wielding this shield, you can choose to use your reaction to roll your Rite Damage die + your Intelligence modifier and reduce the damage by that amount.
IF you do not have a Rite Damage die, use 1d4 instead.
Ancient Fist. When you finish the Attack action and you have hit at least one creature during this attack, you can use a bonus action to choose any number of those creatures to make a Strength saving throw or be knocked prone. The saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
A Gargantuan creature automatically succeeds on this saving throw, and a Huge creature always makes the saving throw at advantage. A Large or smaller creature who has been hit more than once with this weapon makes the saving throw at disadvantage.
Lore Weapons
Trick Lore Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Boom Hammer | 1000 gp | 2d6 bludgeoning | 12 lbs | Trick, Heavy, Two-Handed |
| Transformed | –– | 2d12 bludgeoning | 12 lbs | Trick, Heavy, Two-Handed, Special |
| Moonlight Greatsword | 2000 gp | 2d6 slashing | 1 lb | Trick, Two-Handed |
| Transformed | –– | 2d8 radiant | 0 lbs | Trick, Two-Handed, Fade, Special |
| Nightmare Parasite | 500 gp | 1d8 bludgeoning | 0 lbs | Trick, Dual-Wield |
| Transformed | –– | 2d8 psychic | 0 lb | Trick, Dual-Wield, Fade, Special |
| Old One's Arm | 500 gp | 1d12 bludgeoning | 8 lbs | Trick, Heavy, Two-Handed |
| Transformed | –– | 1d8 slashing | 8 lbs | Trick, Heavy, Two-Handed, Reach, Grapple |
| Reaper Blade | 1000 gp | 1d10 slashing | 8 lbs | Trick |
| Transformed | –– | 1d12 slashing | 8 lbs | Trick, Two-Handed, Reach |
Other Lore Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Ancient Fist | 2000 gp | 1d12 force | 3 lbs | Light, Special |
| Evelyn | 1500 gp | 1d8 piercing | 5 lbs | Bloodtinge (1), Ranged (150/600), Parry |
| Lake Shield | 2000 gp | 1d8 force | 2 lbs | Light, Special |
Document Changelog
1.0: Document Release!
1.1: Small Adjustments
- Changed the College of Sirens, Corsair, and Way of the Fisherman Subclasses
- Many spelling fixes
- Many balance changes, mostly for resource use in classes
1.2
- Added multiclassing rules
- Changed class features for Psychic
2.0
- Added Artifact Class
- Made many adjustements to each class and subclass
3.0
- Added several Classes
- Updated most classes based on playtest results
An Age
of
Heroes
The worlds of Dungeons and Dragons are dangerous, and filled with dangers far beyond most mortal's comprehension or power to stop. Here, numerous heroes come in, and hold the line against the hordes of chaos and darkness.
These heroes are varied and unique, numbering far beyond what most can count. And as they progress and grow, they make choices which make them individual and unique adventurers.
In these pages, you will find 13 new classes for 5th edition dungeons and dragons, as well as other useful resources. This is but one of several lost "tomes", which contain my homebrew throughout the years of 5e- you can find the other Lost Tomes in the sidebar.
If you have questions or comments, you can message me on reddit at /u PaganGoldfish. I'd love to hear your feedback.