Martial Archetype: Allogene

by Hochy

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Martial Archetype: Allogene

Martial Archetype: Allogene

Rewarded ambition

You strive forward will great willpower and have a great ambition as a driver for your actions and your lifestyle. This dedication is recognized by the gods and they have given you a tool with which you can now go further than you ever imagined. Now your passion gives you power to deal with everything life throws at you.

Element Holder
Level Vision die Features
3rd 1d4 Vision, Elemental Skill, Weapon Bond, Elemental attunement
7th 1d6 Elemental attunement, Elemental proficiency
10th 1d6 Elemental attunement
15th 1d8 Elemental attunement, Elemental Burst
18th 1d10 Elemental attunement, Elemental Expertise

Vision

At 3rd level, The gift of a vision allows you to use its elemental powers. When you gain this feature, you choose an element. You can not change your element later unless your DM allows it. The Values part of the table is there to guide you on what element fulfils your character personality.

Vision Element Damage type Values
Pyro Fire Fervent and Enthusiastic
Cryo Cold Conflicted and Strident
Hydro Cold Devoted to Paragon
Electro Lighting Resolute in Resistance
Geo Bludgeoning Order and Service
Anemo Slashing Bound by Ideals
Dendro Poison Wisdom in Caring

Elemental skill

At 3rd level, As a bonus action, you can use one of your Elemental skills. You can use this feature equal times to your Proficiency bonus. You regain all expended uses after a short or long rest.

Strike – you infuse your element into your attack. The next time you roll for weapon damage, roll your vision die, adding it to your total damage dealing your chosen Vision Element's damage. The next attack made against the target before the start of your next turn has advantage.

Shield – you roll your vision die + Proficiency bonus and gain temporary HP equal to the total. You also gain resistance to the damage type of your elemental damage while you have the temp HP. The temporary HP created by this ability fades of after 10 minutes.

Summon – summon a small construct in an empty 5ft. space next to you. It acts right after your initiative. It lasts for 1 minute and dissipates in dust after. See stat block bellow.

Evasion – you enhance your body with the power of your Vision Element. Until your next turn, your walking speed is increased by 10 feet, and roll your Vision die and and the number you rolled to your AC.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Part 1 | Vision Holder

Elemental attunement

At 3th, 7th, 10th, 15th and 18th level, your connection to your vision grows stronger. When you gain this feature you can chose to gain one of the following features that you haven't already chosen:

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Elemental magic

You learn how to use your vision to cast minor spells. You can now cast the cantrips as show in the table. You can cast it using your Intelligence modifier as your spellcasting ability.

Vision Element Cantrip
Pyro Control Flame, Fire Bolt
Cryo Minor Illusion, Ray of Frost
Hydro Shape Water, Poison Spray
Electro Thaumaturgy, Shocking Grasp
Geo Mold Earth ,Magic Stone
Anemo Gust, Thunderclap
Dendro Guidance, Thorn Whip

Improved Strike

Roll 1 more die when rolling your Strike damage.

Swift Strike

Prerequisite: 7th Level

When you use your Strike, you can use one of your attacks to dash up to 15ft. in a straight line. You can pass through other creature’s spaces. Each creature you pass through takes the damage you would deal as your Strike damage.

Improved shield

When you use Shield, roll dice equal to half your level (rounded up) plus your Proficiency bonus. You can activate this ability once per short rest.

Team shielder

Prerequisite: 7th Level

When you use Shield, you can chose one creature within 20ft. of you, to gain temporary HP equal to the temporary HP you would gain from the Shield skill.

More summons

Summon now has a range 30ft. You can now summon two constructs when you use Summon, in different positions in range.

Taunting summons

Your summons's HP is tripled. Enemies that start their turn in 15ft of your summons have to make a Wisdom saving throw. If they fail the are forced to attack your summons and anyone attacking them has advantage on attack rolls to hit the enemies.

Buffing summons

Prerequisite: 7th Level

When you use Summon you can give your constructs the ability to emanate an elemental aura that supports you and your allies. While in 10ft of a summon, you and your allies benefit from the effects of the Bless spell. You can apply this effect to you summon once per short rest.

Healing summons

Prerequisite: 7th Level

When you use Summon you can give your constructs the ability to emanate a healing. At the start of your turn, you can choose to heal anyone in 5ft of a summon, healing an amount equal to your Vision die at the start of your turn. You can apply this effect to you summon once per short rest.

Improved Evasion

When you use Evasion, you can also use the Dash, Disengage, or Dodge action as part of the bonus action.

Soaring Evasion

Prerequisite: 7th Level

When you use Evasion, you gain a flying speed equal to your walking speed for the duration of Evasion.

Vision proficiency

At 7th level you have become intune with your vision and it's power. Whenever you expend a Vision die and roll it, you may choose to reroll it and keep either result.

Elemental Burst

At 15th level, you can harness the full power of your ambition. Every long rest you can chose one of the following features for the following day:

Powerful sweep – As an action, you expand your reach and swiftly damage all enemies around you. All enemies in 15ft of you take Xd8 of Vision damage where X is your level halved (rounded up)

Focused hit – As an action, you focus your energy on a single enemy. You can use your bonus action make a single attack. It has a bonus +10 to hit and Xd10 bonus Vision damage where X is your level

Healing wave – As an action, you send out a healing wave through the battlefield. All allies in 15ft of you heal Xd6, where X is your level halved (rounded up)

Overshield – As an action, you focus your energy to protect yourself. You gain Xd8 temp HP where X is your level. If you have existing temp HP, this temp HP adds to it. The temporary HP fades of after 10 minutes.

You can use this feature once before a long rest.

Vision Expertise

At 18th level, your ambition fuels you at every moment. At the start of combat, regain all uses of your vision skill.

Whenever you land a critical hit, you can chose to recharge one vision use. You can use this feature a number of times equal to your prof. mod per a short rest


Summoned Construct

Small, Construct


  • Armor Class 10 + your prof. mod
  • Hit Points 10
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 10 (+0)

  • Saving Throws: your Int mod
  • Senses: passive Perception 12
  • Languages: all languages you speak

Simple aiming The construct always targets the closest enemy.

Actions

Attack. Ranged Weapon Attack: your Int mod + your prof. bonus to hit, 60 ft., one target. Hit: Vision die and damage type

Part 2 | Vision Holder
 

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