Vision Bearer ENG

by Vogal

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Disclaimer

This is a beta of a D&D version about the Genshin Impact's Vision Bearer.

First of all, All rights to D&D and Genshin Impact belong to Wizard of the Coast © and MiHoYo © respectively. This is a fan made Hombrew.
I would like to state that I am not familiar with every D&D rule but I know the basic rules. Take this beta with a grain of salt. Also, I would like to tell you that English is not my first language. So forgive any grammatical or syntax errors.

Vision's Bearer

Vision's Bearer are members of a rare and small circle of warriors devoted to honing their elemental powers, bestowed upon them by the divine inhabitants of the ethereal plane, via an ornamental gem infused with magical powers called Vision . If you see a person wearing a necklace, clasp, or pendant with an oddly glowing gem, you are most likely observing a Vision's Bearer.

Born travelers

The Vision's Bearer are notorious for being mercenary travelers. They are independent and tend to take any job that increases their notoriety in places where they settle for weeks while they are busy stocking up on commissions and sustenance. During this establishment they do not despise any kind of work under fair payment, which can range from buying a gift that a boy wants to give to the girl he is in love with, to chasing off a group of bandits on behalf of the village chief.

During their travels, however, they tend to be very choosy about approaching people who require their skills. In fact, while they are traveling, they tend to accept jobs that do not take more than a day and are under a hefty fee.

Tangible Determination

These travelers always show firm behavior when it comes to their goals. In fact they can vary from an extreme to the other as personality but one thing unites them all. All of them have a very valid motivation for their travels and everything they do is always somehow involved with their goal.

In fact, it is thanks to this motivation that they were noticed by the deities of the ethereal plane and received their Vision as a gift.

Nobody like them

Still speaking of what the Vision's Bearers have in common, all those who were lucky enough to meet more than one of them to witness their abilities said that, even though they were all able to manifest control of the elements, each of them had their own way of manifesting one's elemental powers. Precisely because of this peculiarity, it has been born, since some years, the saying "Finding two Bearers that are the same it is as easy as stroking the belly of a dragon".

Guided by the Stars

Each Vision Bearer loves the stars. They always help to find the direction and they guiding the Bearers to archive their goal. In fact, each Vision's Bearer have a constellation that bright high in the sky as their guide, giving them powers.
Respected by Gods and loved by the stars, someone can be easly envy of them.

Hit Points


  • Hit Dice: 1d10 per Vision's Bearer Level
  • Hit Points: 10 + CON Modifier
  • Hit Points at Higher Levels: 1d10 + CON Modifier

Proficiency


  • Armor: light armor
  • Armi: Short Sword, Long Sword, Halberd, Shortbow, Two-handed Greatsword, Spear, Quarterstaff, Dagger, Scimitar, Lance
  • Tools: Cousine's Utensils, Smith's tools, Navigator tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Insight, Perception, Survival, Performance and Investigation

Equipment

You start with the following equipment in addition to the one obtained from your background:

  • (a) one Simple Weapon (b) one Martial Weapon (c) Arcane Focus
  • Leather Armor
  • (a) Explorer's pack (b) Adventurer's pack


Features


Vision's Element

You have a indestructible precious object with a precious stone set in it. That is your Vision . If you are separated from your Vision you always know where it is and it reappear near you after a long rest. Choose one of the items from the table below. It will determine your Vision Damage and the gemstone type.
Elemento Vision Damage Gem Type
Electro Thunder Ametysth
Hydro Acid Aquamarine
Pyro Fire Ruby
Anemo Force Emerald
Geo Force Amber's Crystal
Cryo Cold Topaz
Dendro Poison Jade's Crystal

The Vision of a Vision's Bearer
Vision's Bearer
Level Proficiency Bonus Features Pool
1st +2 Vision's Element, Elemental Sight, Elemental Pool, Vision Weaponry 0
2nd +2 Vision's Constellation Guide, Vision Power 10
3rd +2 10
4th +2 Ability Score Improvement 10
5th +3 Multi Tasking 20
6th +3 Ability Score Improvement 20
7th +3 Vision's Constellation Guide 20
8th +3 Ability Score Improvement 30
9th +4 30
10th +4 Second Constellation, Extra Attack 30
11th +4 Vision's Constellation Guide 40
12th +4 Ability Score Improvement, Wings of Vision 40
13th +5 40
14th +5 Third Constellation, Elemental Resilience 50
15th +5 Vision's Constellation Guide 50
16th +5 Ability Score Improvement, Elemental Tuning 50
17th +6 60
18th +6 Vision's Constellation Guide 60
19th +6 Ability Score Improvement 60
20th +6 Final Constellation 70

Elemental Sight

You can cast the spell Detect Magic without consuming spellslots and without material components. You also know how to discern the types of elemental damage from the sources of spells you see through this spell. You can use this feature a number of times equal to your proficiency bonus and with each long rest you recover all uses.

Elemental Pool

You are able to absorb the energy around you to fuel your Vision. Each time you inflict Vision Damage, you gain 1 point of Elemental Energy which replenishes your Elemental Pool . You can use points for certain skills; the points cannot go below zero and you have a maximum limit that you can contain as shown in the Pool field in the Vision's Bearer table.

Vision Weaponry

You have the ability to absorb a weapon or arcane focus into your vision by focusing on it for an hour. At the end of the hour, the original weapon or arcane focus dissolves in a beam of light that is absorbed by your Vision becoming your Vision Weapon. With a bonus action you can decide to make that weapon or arcane focus appear in your free hand or to make it disappear. If that weapon or arcane focus is destroyed, it dissolves in a beam of light and you can summon it again with a bonus action. Whenever you focus on a new weapon or arcane focus, the previous weapon or arcane focus reappears on the ground at your feet within 5 feet from you. Also depending on the absorbed object, it gains one of these following features in addition to its own characteristics and effects:
  • Bow Type: If you haven't made any movement since the previous turn, the next attack you make deals a bonus of Vision Damage equal to your Constitution modifier.
  • Arcane Focus: Pick a cantrip from any class that deals the same type of elemental damage as your Vision. With an action, you reproduce the effects of that cantrip; your spellcasting ability modifier for that spell is Constitution, and the damage from that cantrip is considered Vision Damage.
  • Non-Bow Type: Each time you make a successful hit roll with a die roll of 18 or higher, you gain 5 Elemental Energy .

Vision's Constellation Guide

Starting at Level 2, choose a constellation that guides your Vision. You can choose from the following Constellations:
  • Constellation of the Elementalist
  • Constellation of the Catalyst
  • Constellation of the Shieldbringer
  • Constellation of the Infuser
  • Constellation of the Healer

The Constellation you choose grants you certain features at level 2 and other features at levels 7, 11, 15 and 18.

Vision's Power

Starting at Level 2 you can manifest your elemental powers in a decisive way in your battles, depending on your Constellation you get a form of Instant Vision or Infused Vision and a form of Elemental Burst . If one of these features forces a creature or creatures to make a saving throw, the DC of the saving throw is 8 + your proficiency bonus + your Constitution modifier.

Multi Tasking

Starting at Level 5, you gain mental alertness that gives you an out-of-the-ordinary speed for using your inventory in emergency situations. You can perform the Use an Item action using your bonus action.

Second Constellation

Starting at Level 10, your elemental skills evolve to better suit you. You gain a Instant Vision or Infused Vision of your choice that you can take from one of the other Vision's Bearer Constellations. Your choice gets the name of Second Constellation .
Whenever you use your Instant Vision or Infused Vision, your Second Constellation is automatically activated as well. For the Second Constellation you are considered a Level 1 Vision's Bearer.

Extra Attack

Starting at Level 10, your battle skills have been honed. You can attack twice instead of once each time you take the Attack action on your turn.

Wings of Vision

Starting at Level 12, your Vision assists you in your falls by creating wings that make you glide safely to the ground. You can use your reaction to manifest the Wings of Vision as you fall from a height of over 20 feet. While possessing the Wings you descend towards the ground at a speed of 30 feet per round without taking any damage, also you can move in any direction except going up or down. As soon as you touch the ground, the Wings transform into a cloud of light which is absorbed by your Vision.

Third Constellation

Starting at Level 14, your elemental skills are almost unmatched. You gain a Instant Vision or Infused Vision of your choice that you can take from one of the other Vision's Bearer Constellations. Your choice gets the name of Third Constellation .
With a bonus action, you can activate your Third Constellation and be treated by it as a Level 7 Vision's Bearer.

Elemental Resilience

Starting at Level 14, you gain the ability to control your element even when it is used against you. You gain resistance to magic damage corresponding to your Vision Damage.

Elemental Tuning

Starting at Level 16, your Vision assists you in times of hardship. At each long rest you can attune with your Vision, if you do you can choose a Characteristic. As long as you are attuned to your vision, you have a bonus on skill checks and saving throws equal to half your proficiency bonus based on the chosen characteristic.

Final Constellation

Starting at Level 20, your elemental abilities border on the divine. You gain a Instant Vision or Infused Vision of your choice that you can take from one of the other Vision Holder Constellations. Your choice gets the name of Final Constellation .
Whenever you use your Elemental Burst, your Final Constellation is automatically activated as well. For the Final Constellation you are considered a Level 13 Vision's Bearer.

Constellation of the Elementalist

This Constellation has endowed one's Vision's Bearer with the purest controlling essence of one's element.

Instant Vision - Elemental Sphere

The Vision's Bearer gains the ability to summon an orb of his element that deals damage to his enemies. With an action a sphere materializes in front of you and each creature in a 6m cone in front of the sphere must make a Dexterity saving throw, successful takes half the damage, failed takes damage and is affected by effects depending on your Level. by Possessor of Vision as listed in the Elemental Sphere table. In addition, the sphere is treated as a spell with a Level equal to half your Proficiency bonus.

Elemental Burst - Arcane Globe

The Vision's Bearer gains the ability to summon a huge sphere of his element that deals damage and traps his enemies. With one action, spending Elemental Energy , for 5 rounds a huge sphere will materialize to a spot that you can see within 12 meters of you. The sphere has a radius of 4.5m and each creature in the sphere at the time of casting, and when it begins its turn within it, it must make a Strength saving throw, pass takes half the damage, fail takes damage, and is affected by effects depending on the total Elemental Energy expended as shown in the Arcane Globe table. In addition, the sphere is treated as a spell with a Level equal to your Proficiency bonus.
Elemental Sphere
Level Damage Effects
1 to 4
2d4 Vision Damage + CON Mod
-
5 to 9
3d4 Vision Damage + CON Mod
it is affected by Elemental Sphere's Glyph
10 to 14
4d4 Vision Damage + CON Mod
it is affected by Elemental Sphere's Glyph
15 to 19
5d4 Vision Damage + CON Mod
it is affected by Elemental Sphere's Glyph and pushed 5 feet away from you.
20
6d4 Vision Damage + CON Mod
it is affected by Elemental Sphere's Glyph and pushed 15 feet away from you
.
Elemental Sphere's Glyph: Read the Special Effects chapter at the end of this class.
Arcane Globe
Elemental Energy Damage Effects
10
2d8 Vision Damage + CON Mod
-
20
4d8 Vision Damage + CON Mod
it's affected by Globe Gravity
30
4d8 Vision Damage + CON Mod
it's affected by Globe Gravity and its speed is halved for 1 round
40
6d8 Vision Damage + CON Mod
it's affected by Globe Gravity and its speed is halved for 1 round
50
6d8 Vision Damage + CON Mod
it's affected by Globe Gravity, its speed is halved for 1 round and they have disadvantage on their next Saving Thorw
Globe Gravity: Read the Special Effects chapter at the end of this class.

Improved Vision

Starting at Level 7, your Vision learns to distinguish your allies from enemies. Allied creatures are immune to the effects of your Elemental Sphere, Arcane Orb, and Constellations.

Elemental Body

Starting at Level 11, you learn to harness the elemental energy of your Vision to momentarily enhance your movements. With a bonus action, you spend 5 points of Elemental Energy to be able to perform the Dash, Disengage, Dodge, or Help action as part of that bonus action.

Assorbimento Elementale

Starting at Level 15, whenever you take damage of the same element as your Vision Damage, you gain that many points of Elemental Energy.

Healing Globe

Starting at Level 18, your elemental powers heal you when you use them in their most devastating form. Whenever you roll the Elemental Orb you roll a number of dice equal to the dice rolled for the effect of your Elemental Blast. Depending on the result, you heal for a number of hit points equal to your Constitution modifier + the roll result.

Constellation of the Catalyst

This constellation gift its Bearer the power to reproduce elemental magic.

Instant Vision - Mocking Illusion

You gain the ability to summon an illusion that distracts and deals minor damage to enemies. With an action a visual sonic illusion manifests itself in an unoccupied spot no more than 30 feet away from you. The illusion deals damage each round to any creature within 10 feet from it, depending on your Vision's Bearer Level as shown in the Mocking Illusion table. It lasts for 3 rounds and after that time, or whenever you use Mocking Illusion again during this time, the illusion will disappears. Each hostile creature that can see the illusion at the start of its turn makes a Wisdom saving throw and suffers effects as listed on the Mocking Illusion table. In addition, the illusion is treated as a spell with a Level equal to half your Proficiency bonus.
Mocking Illusion
Level Damage Effects
1 to 4 1d4 Vision Damage + CON Mod -
5 to 9 1d4 Vision Damage + CON Mod it's affected by Illusion Mockery
10 to 14 2d4 Vision Damage + CON Mod it's affected by Illusion Mockery
15 to 19 2d4 Vision Damage + CON Mod it's affected by Improved Illusion Mockery
20 3d4 Vision Damage + CON Mod it's affected byl Improved Illusion Mockery
Illusion Mockery: Read the Special Effects chapter at the end of this class.
Improved Illusion Mockery: Read the Special Effects chapter at the end of this class.
Area Arcana
Energia Elementale Danno Effetti
10 2d8 Vision Damage + CON Mod -
20 4d8 Vision Damage + CON Mod -
30 6d8 Vision Damage + CON Mod -
40 4d8 Vision Damage + CON Mod it's affected by Elemental Binding
50 5d8 Vision Damage + CON Mod it's affected by Elemental Binding
Elemental Binding: Read the Special Effects chapter at the end of this class.

Elemental Burst - Arcane Area

You gain the ability to plague an area with your element energy that deals damage and blocks your enemies. With an action, by spending Elemental Energy points, an area within a 20 feet radius with you at center is affected by your elemental powers. Any number of creatures of your choice that are inside the area at the time of this Elemental Burst casting must succeed on a Dexterity saving throw, succeed takes half the damage, fail takes damage and effects depending on the total elemental energy points spent as shown in the Arcane Area table.
Moreover, the Area is treated as a spell with a level equal to you Proficiency bonus.

Elemental Magic

Starting at Level 7th, you learn to harness your elemental powers in the form of spells. You gain access to four Level 1 and three Level 2 spells of your choice from any class. Constitution is your magic modifier for those spells. To cast one of the chosen spells, you must expend a number of Elemental Energy points equal to 3 times the level of that spell instead of using a spellslot and if that spell would deals damage, that damage is Vision Damage instead.

Elemental Recovery

Starting at Level 11th, you are able to harness your Arcane focus to gain elemental energy. Whenever you deal damage by casting a cantrip using an Arcane focus as your Vision Weapon, roll a d8. You gain a total of Elemental Energy points equal to the result of the roll.

Improved Elemental Magic

Starting at Level 15, your elemental powers are better suited to magic. You gain access to one more Level 2 spell, three Level 3 spells, and two Level 4 spells of your choice from any class. You use your Elemental Magic feature to cast those spells.

Elemental Form

Starting at Level 18th, you gain the ability to transform into an elemental entity that runs on the edge of the ground. By spending 5 points of Elemental Energy (no action required), you transform into a Tiny cloud of magical fog. Your speed is not affected by this transformation but you cannot enter or move into areas of difficult terrain. You can walk on liquids while you have this form. All the objects you wear, carry and hold are transformed with you. The transformation last 1 minute and when the minute runs out you can spend another 2 points to maintain that shape for another minute. In this form, you cannot pass over or climb objects placed on the ground that are larger than you. In this form, you also can't take any actions but the Dash action, other creatures have a disadvantage on attack rolls against you and you have advantage on Dexterity saving throws. You return to your original form anytime you wish (no action required) or when you suffer massive damage. If the transformation is about to stop while you are in an already occupied space, you return to normal in the nearest unoccupied space and suffer a state of fatigue.

Constellation of the Shieldbringer

This Constellation has endowed its Bearer with powers that focus on making his defenses impenetrable.

Infused Vision - Elemental Shield

You gain the ability to summon a magical shield that protects you from external attacks. With a bonus action, a magical shield forms from you and envelops your body, everything you wear, hold and carry completely. The shield has AC identical to yours, lasts 1 minute, and has a total of hit points and effects depending on your Vision's Bearer Level as shown in the Elemental Shield table. The shield has resistance of the same damage as your Vision Damage. If any damage exceeds the shield's hit points, the shield dissolves and you take the excess damage. The shield is a sphere with a radius of 1.5m and the terrain within the sphere is considered difficult terrain for hostile creatures. The shield disappears as soon as 1 minute passes or its hit points drop to 0. You cannot use this ability again until each instance of the shield disappears. Additionally, the shield is treated as a level spell equal to half your proficiency bonus.

Elemental Burst - Impact

You gain the ability to create a magical ram of his element that deals damage and knocks his enemies. As an action, expending Elemental Energy , you summon a magical Battering Ram that walks in a straight Line for 40 feet in a direction of your choice. Each creature in a radius of 10 feet from the Line must succeed on a Dexterity saving throw, taking half damage on a succes or take damage and effects, on a fail, depending on the total elemental energy expended as shown in the Impact table. Additionally, the magical Battering Ram is treated as a spell with a Level equal to your proficiency bonus.

Battery Shield

Starting at 7th Level, you learn to convert the impact force on your elemental shield into elemental energy. Whenever your Elemental Shield takes damage, you gain 2 points of Elemental Energy.
Elemental Shield
Level Hit Points Effects
1 to 4 10 -
5 to 9 20 Impacting Shield
10 to 14 30 Impacting Shield
15 to 19 40 Impacting Shield
20 50 Impacting Shield
Impacting Shield: Read the Special Effects chapter at the end of this class.
Impact
Elemental Energy Damage Effects
10 6d8 Vision Damage + CON Mod it's affected by Ram's Devastation
20 6d8 Vision Damage + CON Mod it's affected by Ram's Devastation
30 6d8 Vision Damage + CON Mod it's affected by Ram's Devastation
40 7d8 Vision Damage + CON Mod it's affected by Ram's Devastation
50 7d8 Vision Damage + CON Mod, it's affected by Ram's Devastation
Ram's Devastation: Read the Special Effects chapter at the end of this class.

Pulse Shield

Starting at Level 11, you are able to interact with the energy of your Vision to transform your shield into a fearsome weapon. Using a reaction, your shield emits a pulse wave that inflict 2d6 Vision Damage + COS Modifier to all hostile creatures within 3m of it.

Allies' Protector

Starting at Level 15, you gain the ability to grant protection to your allies. Whenever you use your Infused Vision - Elemental Shield you can spend up to double your proficiency bonus in Elemental Energy points. If you do, for every 2 points spent this way, a copy of the Elemental Shield forms on an allied creature of your choice that you can see. For copies of your Elemental Shield your allies are considered Level 9 Vision's Bearer who share the same Element as your Vision.

Paralyzing Ram

Starting at Level 18, your Elemental Burst paralyzes enemies for so much power it hits them. Hostile creatures that fail the Saving Throw against your Elemental Burst - Impact are paralyzed for 2 rounds if you have spent 30 or more Elemental Energy points.

Constellation of the Infuser

This Constellation has endowed its Vision Bearer with powers that focus on making his blows devastating and deadly.

Infused Vision - Weapon Infusion

You gain the ability to infuse your Vision's Weapon with your Element. With a bonus action, if you are wielding your Vision's Weapon and it is a simple or martial weapon, it is infused. As long as your weapon is infused, it emits a dim light up to a 5 feet radius. The infusion lasts 1 minute and gives bonuses to your weapon depending on your Vision Bearer level as shown in the Weapon Infusion table. You cannot use this ability again while your weapon is still infused. In addition, the infusion is treated as a spell with a Level equal to half your proficiency bonus.

Elemental Burst - Elemental Wrath

You gain the ability to unleash your element's wrath on enemies. With one action, expending Elemental Energy points, an Area with a radius of 15 feet spreads from you. Within the area you take on an ethereal form made of a beam of light imbued with your Element. While in this form you have unlimited speed within the sphere allowing you to simultaneously attack any number of creatures you can see, a number of times depending on the total elemental energy spent as shown in the Elemental Wrath table. Each attack makes a new attack roll and uses your Vision Weapon. Moving within your sphere does not provoke opportunity attacks towards you and you gain various bonus effects depending on the total of Elemental Energy points spent as shown in the Elemental Wrath table. Once all the attacks are ended, you return to your original form in the center of the Area, which then disappears. The Area is treated as a spell with a Level equal to your Proficiency bonus.

Charged Attack

Starting at Level 7, you learn to focus your powers to unleash devastating blows. You gain the Focus action. The Focus action allows you to focus on a creature you can see. With an action, by spending 5 points of Elemental Energy, you can use the Focus action. If you focus on a creature that doesn't have full cover, your next ranged or melee attack roll for that creature is considered a critical success.

Elemental Rage

Starting at 11th Level, you gain the ability to recreate the effects of your Elemental Burst in a small way. With one action, by spending 10 points of Elemental Energy, you can teleport to a free space within 40 feet of you that you are able to see. Immediately before your reappearance, a explosion of elemental energy strikes every creature within 10 feet of the space you are about to occupy. The creatures in the explosion range must make a Constitution Saving Throw with a DC of 8 + your Proficiency bonus + your COS modifier; if it fails, it takes 3d6 Vision Damage, while if it succeeds, it takes half that damage. The explosion can be heard up to 30 meters away. You can carry items with you, as long as their weight does not exceed the weight you can carry. You can also teleport a willing creature of a size equal or smaller than yours and that it carries equipment up to its carrying capacity. The creature must be within 5 feet of you, and when you use this ability there must be a free space within 5 feet of your target space for the creature to appear; otherwise, the creature is left behind.

Improved Extra Attack

Starting at Level 15, you become a real war machine of the elements. The number of attacks you can make with your Extra Attack class feature are increased to 3.

Retributive Ethereal Dodging

Starting at Level 18, you make treacherous attack attempts almost null and pay them back with the same coin. If a creature attacks you with an opportunity attack, you can use your reaction to inflict disadvantage to that attack. If the attack fails, you can make a melee attack on that creature. You can use this skill a number of times equal to your proficiency bonus and regain all uses of it after a long rest.
Weapon Infusion
Level Weapon Bonus Effects
1 to 4 1d4 Vision Damage Glyph of the Weapon Infusion
5 to 9 1d4 Vision Damage Glyph of the Weapon Infusion
10 to 14 2d4 Vision Damage Glyph of the Weapon Infusion
15 to 19 2d4 Vision Damage Glyph of the Weapon Infusion
20 3d4 Vision Damage Glyph of the Weapon Infusion
Glyph of the Weapon Infusion: Read the Special Effects chapter at the end of this class.
Ira Elementale
Elemental Energy Attacks per Creature Effects
10 2 Elemental Empowering
20 3 Elemental Empowering
30 3 Elemental Empowering
40 4 Elemental Empowering and advantage on attacks roll
50 4 Elemental Empowering and advantage on attacks roll
Elemental Empowering: Read the Special Effects chapter at the end of this class.

Constellation of the Healer

This Constellation has endowed its Vision Bearer with powers that focus on helping and assisting others.

Infused Vision - Elemental Halo

You gain the ability to create a floating halo around your body or a creature you can see. With a bonus action, a circle of elemental energy surrounds you or a creature of your choice within 30 feet of you that you are aware of. The circle glows dim light in a 5 feet radius and lasts for 5 rounds. At the start of each turn of the creature inside the circle, that creature is healed for a number of hit points and has beneficial effects for the duration of the circle depending on your level of Vision Bearer as shown in the Elemental Halo table. Whenever you use this ability on a new creature, the circle on the previous one dissolves. Additionally, the circle is treated as a spell with a Level equal to half your proficiency bonus.

Elemental Burst - Helping Vision

You gain the ability to unleash the benevolence of your element upon yourself and your allies in an invigorating wave of energy. With one action, by spending Elemental Energy points, a Sphere with a 20 feet radius propagates from you. The Sphere lasts for 5 rounds and you and all allied creatures within the Sphere are healed for a total of hit points upon casting, and gain benevolent effects as long as they remain inside the sphere, depending on the total of points spent as shown in the Helping Vision table. In addition, hostile creatures within the sphere's radius gain negative effects based on the total amount of Elemental Energy spent as shown in the Helping Vision table. The Sphere is treated as a spell with a Level equal to your Proficiency bonus.

Improved Elemental Halo

Starting at Level 7, you are able to amplify your healing powers. As long as a creature is engulfed in your Infused Vision - Elemental Halo , each time you inflict Vision Damage with an attack, you heal a creature of your choice that you are conscious of, that it is up to 30 feet away from you, for a total of hit points equal to half the Vision Damage inflicted.

Curatore Corazzato

Starting at Level 11, you are able to reap the benefits of your Vision even when your Halo is not active. You are always under the beneficial effects of your Infused Vision - Elemental Halo .

Aura of Tranquility

Starting at Level 15, you become a real source of security and peace of mind. You and all allied creatures within 20 feet away from you cannot be frightened.
Elemental Halo
Level Hit Points Effects
1 to 4 1d4 + COS modifier -
5 to 9 1d6 + COS modifier Elemental Protection
10 to 14 1d6 + COS modifier Elemental Protection
15 to 19 1d8 + COS modifier Elemental Protection
20 2d8 + COS modifier Elemental Protection
Elemental Protection: Read the Special Effects chapter at the end of this class.
Helping Vision
Elemental Energy Hit Points On Allies Effects On Enemies Effects
10 10 Elemental Empowering -
20 30 Elemental Empowering Elemental Numbing
30 50 Elemental Empowering Elemental Numbing
40 50 Elemental Empowering and advantage on attacks roll Elemental Numbing
50 70 Elemental Empowering and advantage on attacks roll Elemental Numbing
Elemental Empowering: Read the Special Effects chapter at the end of this class.
Elemental Numbing: Read the Special Effects chapter at the end of this class.

Aura of Fidelity

Starting at Level 18, you become even more a personality of relief. You and any allied creatures within 20 feet away from you cannot be magically charmed.

Special Effects

Listed here are the special effects of the Instant Visions, Infused Visions, and Elemental Bursts of the Vision Bearer class.

Elemental Sphere's Glyph

The creature that fails its saving throw against the Instant Vision - Elemental Sphere DC sees a bioluminescent glyph applied to its body. The glyph deals 1d4 Vision Damage at the start of the creature's turn. At the end of its turn, the creature makes a Constitution saving throw against the DC of Instant Vision - Elemental Sphere. Once passed, the mark on her body disappears and she is immune to the effects of Elemental Sphere's Glyph for the next 24 hours. There cannot be more than one Elemental Sphere's Glyph on the same creature.

The glyph's damage is increased by 1d4 when the Vision Bearer is level 10, and another d4 when they are level 15 and 20.

Globe Gravity

The creature that fails its saving throw against the DC of Elemental Burst - Arcane Globe is dragged to the center of its sphere and it is grabbed until the start of its next turn.

Illusion Mockery

The creature that failed its saving throw against Instant Vision - Mocking Illusion, during its turns, must use its actions to attack the illusion that inflicted that state to it. The creature is free to choose whether or not to approach the target of its attacks. If the creature can't attack, it consumes its actions to preparing an attack against the illusion. Unconscious creatures are immune to this effect.

Improved Illusion Mockery

The creature that failed its saving throw against Instant Vision - Mocking Illusion must use its actions to make melee attacks targeting the illusion that inflicted that state to it. If the illusion is beyond the creature's threat area, the creature consumes all its movement in an attempt to get close to it. Once the move is made, if the illusion is still beyond the creature's threatening air, it consumes its actions to prepare an attack against the illusion or to Dash towards the illusion. Unconscious creatures are immune to this effect.

Elemental Binding

The creature that failed its saving throw against Elemental Blast - Arcane Area is Constrained for 1 turn of the Vision Bearer. As long as the creature is affected by Elemental Binding, it floats 1 foot above the ground. If the creature was in the air at the time it failed the saving throw at a height greater than 1 foot, it begins to slowly descend towards the ground (at a speed of 30 feet per round) in the Vision Bearer's turns until it reaches 1 foot from the ground. When Elemental Binding wears off, the creature takes Arcane Area damage once again. Creatures Large or higher are not Constrained.

Impacting Shield

Whenever the shield of Infused Vision - Elemental Shield is created or disappears, all creatures within 5 feet of the surrounded creature must make a DC 15 Constitution saving throw and take 2d6 Vision Damage on a fail, and half the damage on a success.

The Impacting Shield DC is increased by 1 when the Vision Bearer is Level 10, and another 1 at Level 15 and 20.

Ram's Devastation

The creature that fails its saving throw against the Elemental Burst - Impact DC is pushed backward for its full length. Additionally, if there are obstacles such as boulders, walls, or trees in the Impact path, creatures affected by this effect that are between the ram and obstacles take an additional 2d8 points of Falling damage as a result of impacting those obstacles.

If the Vision Bearer spent 30 Elemental Energy points to cast the Elemental Burst - Impact , increase this effect's damage by 1d8 and another d8 if they spent 40 or 50 Elemental Energy.

Glyph of the Weapon Infusion

If a creature takes damage from a weapon infused with Infused Vision - Weapon Infusion, a bioluminescent glyph is created on its body. The glyph deals 1d4 Vision Damage at the start of each creature's turns. At the end of its turn, the creature makes a DC 15 Constitution saving throw. On a success, the glyph on its body disappears and the creature is immune to this effect for the next 24 hours. There cannot be more than one Glyph of the Weapon Infusion on the same creature.

The damage dice rolled and the Glyph's DC for this effect are increased by 1 when the Vision Bearer is level 5 and by another 1 at levels 15 and 20.

Elemental Empowering

The affected creature gains a bonus on attack rolls and damage to its attacks of 1. The bonus is 2 if the Vision Bearer spent a total of 20 Elemental Energy points for the Elemental Burst that triggered this effect, 3 if they spent 40 points, and 4 if they spent 50 points.

Elemental Protection

The affected creature has a bonus to AC and saving throws equals to 1. The bonus is equal to 2 when the Vision Bearer is level 10 and is equal to 3 at Level 15.

Elemental Numbing

The affected creature gains a malus on attack rolls and saving throws equals to 1. The malus is 2 if a total equals or higher than 30 Elemental Energy points was spent on the Elemental Burst that triggered this effect, and is equal to 3 if it was spent 40 or higher.
 

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