Pathstrider

by YunaDragneel

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Pathstrider

Pathstrider

Pathstrider
Level Proficiency Bonus Features Max. Skill points Technique Points
1st +2 Path of an Aeon, Unarmored Defense, Skill Points, Thief of Shooting Meteor 2 0
2nd +2 Technique Points, Eagle of Twilight Line 2 4
3rd +2 Genius of Brilliant Stars 2 4
4th +2 Ability Score Improvement 2 4
5th +3 Extra Attack 3 6
6th +3 Path Feature 3 6
7th +3 Prisoner in Deep Confinement 3 6
8th +3 Ability Score Improvement 3 6
9th +4 Longevous Disciple 4 8
10th +4 Path Feature 4 8
11th +4 Passerby of Wandering Cloud 4 8
12th +4 Ability Score Improvement 4 8
13th +5 Path Feature 5 10
14th +5 Pioneer Diver of Dead Waters, Ability Score Improvement 5 10
15th +5 Guard of Wuthering Snow 5 10
16th +5 Ability Score Improvement 5 10
17th +6 Path Feature 6 12
18th +6 Knight of Purity Palace 6 12
19th +6 Ability Score Improvement 6 12
20th +6 Path Feature 6 12

Class Features

As a Pathstrider, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Pathstrider level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Pathstrider level after 1st.

Proficiencies


  • Armor: light and medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Navigator's Tools

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, History, Investigation, Perception, Sleight of Hand, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 1 martial weapon (b) 2 simple weapons
  • (a) Chain Mail (b) Studded Leather Armor
  • (a) Explorer's Pack (b) Dungeoneer's Pack
  • Navigator's tools

Or if you choose starting wealth you gain 4d4 x 10 gp.

Path of an Aeon

1st Level Pathstrider Feature

Starting at first level you follow the path of an Aeon, a personified concept akin to a god. Your views, once aligned with the Aeon's path, grant you features at 1st, 6th, 10th, 13th, 17th and 20th level. Below the paths of Destruction, The Hunt, Erudition, Harmony, Nihility, Preservation and Abundance are listed to choose from.

Your saving throw DC is determined by either Intelligence, Wisdom or Charisma, referenced as "stat choice" from here on out.

Some of your path features require creatures to make a saving throw to resist the features' effects. The saving throw is calculated as follows:

Path Save DC = 8 + your proficiency bonus +

your [stat choice] modifier

You cannot tread on a different path or set off on this class later and lose access to all of your class features if you multiclass.

Unarmored Defense

1st Level Pathstrider Feature

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your [stat choice] modifier. You can use a shield and still gain this benefit.

Thief of Shooting Meteor

1st Level Pathstrider Feature

When you attack with a weapon you are proficient with you may use your [stat choice] modifier in place of Strength or Dexterity for attack and damage rolls.

Skill Points

1st Level Pathstrider Feature

You gain a pool of skill points with a maximum of your proficiency bonus to fuel features of this class and its subclasses. Upon rolling Initiative you gain up to half of your skill point total rounded down. You gain one skill point per attack that hits a hostile creature, unless stated otherwise by a subclass effect. Skill points reset to zero after initiative ends.

Technique Points

2nd Level Pathstrider Feature

You gain a pool of Technique Points equal to twice your proficiency bonus, which fuel features of your class. These points are regained on a long rest and can only be used outside of combat unless otherwise specified by features.

Eagle of Twilight Line

2nd Level Pathstrider Feature

You gain two ways to use your Techinique points at 2nd Level.

  • Upon spending 2 technique points as you enter Initiative, you gain a bonus to your roll equal to your [stat choice] modifier.
  • You may spend 2 technique points to gain proficiency in a skill you are not proficient in. This lasts until you take a short or long rest. You can only gain one proficiency like this at a time.

Genius of Brilliant Stars

3rd Level Pathstrider Feature

Upon rolling initiative and spending technique points you gain a special effect lasting until the end of your turn, unless otherwise specified, based on your chosen subclass:

  • Destruction: You deal an additional 1d4 force damage.
  • The Hunt: You have advantage on any attack rolls you make.
  • Erudition: The first time you are attacked, you may force the creature that attacked you to make a dexterity saving throw against your Path Save DC, taking 1d6 fire damage upon failing and half on a success. If a second hostile creature is within 5ft of the original creature it must make the save as well.
  • Nihility: The first time you are attacked by an enemy you may force the creature that attacked you to make a Wisdom saving throw against your Path Save DC, on a failure they are stunned until the end of your turn and their action is lost.
  • Harmony: One ally of your choice that you can see gets advantage on their initiative roll and makes their first attack with advantage.
  • Preservation: You gain temporary HP equal to your [stat choice] modifier. You may give these temporary HP to an ally within 15ft of you as well.
  • Abundance: If you or an ally is injured when initiative is rolled, they heal for 1d6 + [stat choice] modifier. If no one is injured then the first ally to take damage will receive the healing.

Ability Score Increase

4th Level Pathstrider Feature

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

5th Level Pathstrider Feature

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Prisoner in Deep Confinement

7th Level Pathstrider Feature

Using 3 technique points you may change the damage of one weapon to align with one of the following:

  • Quantum: Your weapon deals psychic damage
  • Imaginary: Your weapon deals radiant damage
  • Ice: Your weapon deals cold damage
  • Fire: Your weapon deals fire damage
  • Wind: Your weapon deals force damage
  • Physical: Your weapon deals slashing, bludgeoning or piercing damage
  • Lightning: Your weapon deals lightning or thunder damage

This change lasts until you use this ability again or until you take a long rest.

You can only affect one weapon you wield at a time. In addition this change of damage may also be applied to the damaging effects of Genius of Brilliant Stars.

If you find your attacks ineffective you may spend 2 skill points in combat to change your weapon's damage.

Longevous Disciple

9th Level Pathstrider Feature

You may spend 3 Technique Points to double your proficiency bonus for a skill you are already proficient in. This expertise lasts until you take a short or long rest. You can only gain one expertise with this method at a time.

Passerby of Wandering Cloud

11th Level Pathstrider Feature

Upon spending 3 Technique Points you may use a bonus action at any time within one hour to double your movement speed for one minute.

Pioneer Diver of Dead Waters

14th Level Pathstrider Feature

You gain proficiency in your [stat choice] saving throws.

Additionally your Technique Points reset on a short or long rest.

Guard of Wuthering Snow

15th Level Pathstrider Feature

After every three skills used in combat that cost 2 or more skill points, you gain one special action that is taken right after you end your turn. The effects are detailed for each path below:

  • Destruction: During this action you may make an attack roll against a hostile creature in range, if the attack hits, the hostile creature suffers from disadvantage to attack rolls and saving throws until the end of its turn.
  • The Hunt: Taking this action you may make an attack roll against an enemy within range, if the attack hits you use the maximum rolls of your damage dice. If the attack results in a critical hit, you double its damage.
  • Erudition: Upon taking this action you make one attack roll that targets an amount of creatures of your choice up to your [stat choice] modifier within your weapon's range. The attack roll follows the normal rules for to hit and damage for each creature.
  • Nihility: The damage over time (DoT) you have stacked on a creature triggers on this special action, dealing damage and giving the creature vulnerability to that damage type until the end of your next turn. If there are multiple damage types among your DoT, you choose which one the creature is vulnerable to.
  • Harmony: All allies of your choosing may move up to half their movement speed without provoking an attack of opportunity. If they move, they may add your weapon damage dice to the next attack they make.
  • Preservation: All allies of your choosing up to your [stat choice] modifier get an amount of temporary HP equal to 3 x your Level. They last until the end of your next turn.
  • Abundance: Taking this special action you can heal an amount of allies equal to your [stat choice] modifier you can see for 2 x your Level + [stat choice] modifier.

This feature does not give you any skill points.

Knight of Purity Palace

18th Level Pathstrider Feature

Once per long rest, when you fail a saving throw you may choose to ignore a condition that would be afflicted upon you. You do not pass the saving throw and take all other effects if they are applicable, aside from the condition.

Optional Rule

When the party consists of two or more Pathstriders, you may choose to have their skill points be a shared resource. If you do so, their skill point requirements for abilities are halved (to a minimum of 1). It should give players the chance for more team play whilst raising the stakes.

Subclasses

Path of Destruction

Those who follow the "Destruction" Path admire recklessness, anger, and destructive behavior.

"If the increase of entropy is a fundamental law of the universe, then the heat death would be the inescapable destiny of the material world. So, why is it that we bother to struggle to survive? Expansion, fusion, and then annihilation. If we wish to welcome the new, then we must first embrace the end."From a scientist just before pressing the button for nuclear detonation, 2152 AE

Dance at Sunset

1st Level Subclass Feature

You gain proficiency in Intimidation (or expertise if you are already proficient), which uses your [stat choice] instead of Charisma. Additionally any weapon you use has its damage dice increased to 1d8 unless it is that or higher already.

The Unreachable Side

1st Level Subclass Feature

As an action you may expend 1 skill point to take damage equal to half of your level rounded up + your [stat choice] modifier. As part of the same action you make a weapon attack adding the lost hit points to the damage total. If you hit this attack, you restore the lost hit points + half of your weapon damage dealt. The damage you inflict on yourself can only reduce you to 1 hit point. This attack does not restore skill points.

Mutual Demise

6th Level Subclass Feature

If a hostile creature reduces you to 0 hit points you may use your reaction using 3 skill points to force it to make a constitution saving throw against your Path Save DC. On a failure it is reduced to 0 hit points as well. On a success it takes half as much damage as it inflicted on you.

Additionally The Unreachable Side can be applied to both attacks you make, costing 2 skill points and increasing the damage taken to your level + your [stat choice] modifier. The damage you take is divided between both attacks as bonus.

I shall be my own Sword

10th Level Subclass Feature

Starting at 10th level your weapon becomes an extension of you, therefore you cannot be disarmed of one weapon of your choice. At the end of a long rest you may designate a different weapon. This feature can only affect one weapon at a time.

As a reaction to being afflicted by any condition you may spend 2 skill points as a reaction to resist its effects and end the condition on yourself.

Brighter than the Sun

13th Level Subclass Feature

Using 3 skill points as bonus action you can force a hostile creature to make a Wisdom saving throw against your Path save DC, on a failure the creature is frenzied for one minute and rolls a d4. On a 1 - 3 it has to spend its action making attacks against the nearest creature. On a 4 it acts as normal. Whilst frenzied, you have advantage on attack rolls made against the creature. The creature makes another saving throw whenever it takes damage.

On the Fall of an Aeon

17th Level Subclass Feature

When a creature within 15 ft of you is reduced to 0 hit points you may spend 3 skill points as a reaction to absorb the fleeting life lingering. You gain hit points equal to half of the damage it has taken and may make an attack roll at advantage. On a hit, this attack is considered a critical hit.

Emanator of Destruction

20th Level Subclass Feature

You deal double damage to structures and make Intimidation checks at advantage.

When you activate this state as an action you gain the following benefits for one minute:

  • Whenever you would be reduced to 0 hit points you may make a constitution save the DC of which is determined by the excess damage. On a pass you fall to 1 hit point instead.
  • Once per turn you may reroll a number of damage dice equal to your [stat choice] modifier. You have to take the second result.
  • You ignore resistances to the damage you deal.
  • Any hostile creature within 10 ft of you makes Strength, Dexterity and Constitution saving throws at disadvantage.

You can invoke this power again after a long rest.

Path of the Hunt

Those who follow the "Hunt" Path admire determination, ruthlessness, and tenacious behavior.

"With no end to hate and no boundaries to war, how much concern do you shoulder? With determined eyes and the arrow drawn, the Reignbow Arbiter needs not turn back hither."Worlds History as a Mirror, Xianzhou

In the Night

1st Level Subclass Feature

Your eyesight is superior to others, you gain Darkvision out to 60 ft. If you already have Darkvision from your race its range increases by 30 ft. You have advantage on Perception checks in dim light or darkness.

Sailing towards a Second Life

1st Level Subclass Feature

You may expend 1 skill point when a hostile creature ends its movement within 10 ft of you to move in any direction up to half of your speed. Any attacks of opportunity made against you have disadvantage.

Alternatively you may spend 1 skill point to deal additional damage equal to half of your [stat choice] modifier on the next attack you make. This attack will not grant a skill point.

Sleep like the Dead

6th Level Subclass Feature

Upon hitting an incapacitated creature with an attack you may spend 2 skill points to deal an extra 2d8 of your weapon's damage type for one attack. This damage increases to 4d8 at Level 11. Attacks that benefit from this extra damage will not grant a skill point.

Additionally your need to rest is reduced to six hours instead of eight.

Return to Darkness

10th Level Subclass Feature

You may use 1 technique point to gain advantage on your stealth checks. If this is performed in dim light or darkness, you instead gain a +10 bonus to your stealth roll. If you have advantage already when using this feature and there is no dim light or darkness, you instead gain +5 to your stealth roll. You cannot be tracked except by magical means.

If you spend 1 skill point as a bonus action, you may hide during this bonus action.

Only Silence Remains

13th Level Subclass Feature

You may spend 3 skill point to give yourself a bonus to attack rolls equal to half your [stat choice] modifier rounded up. If there are two or more enemies when you use this feature, you deal critical hits on a dice roll of 18 or above. This lasts until the end of your turn.

You can attack three times instead of twice whenever you take the attack action on your turn.

Worrisome, Blissful

17th Level Subclass Feature

You may spend 4 skill points to target one creature. Once you marked the creature, each attack you hit it with adds +1 to your attack and damage rolls, capping at a total of +6. If one attack misses, the bonus resets to zero and the mark ends on your target. You only gain 1 skill point per attack action during this time until the bonus is reset.

Emanator of the Hunt

20th Level Subclass Feature

You weapon attacks score a critical hit on a roll of 19 or 20. You gain expertise in survival and nature checks, if you already have expertise you have advantage instead. You can not get lost except through magical means.

When you activate this state as an action you gain the following benefits for one minute:

  • Your attacks are completely silent.
  • You can hide as a bonus action without expending skill points.
  • If you make a attack while hidden and hit the same creature you hit last it is considered a critical hit.
  • Choose a number of allies equal to your [stat choice] modifier, they gain a bonus to attack and damage rolls against enemies they hit consecutively equal to half your prof bonus rounded down.

You can invoke this power again after a long rest.

Path of Erudition

Those who follow the "Erudition" Path admire thinking, logic, and strategic behavior.

"If the truth of the universe is cruel and stale, would you still yearn for the answer to the ultimate question? Knowledge seekers know not how to judge, for their core is cold and unwavering... As are the ends of Paths they set out to seek."Fables About the Stars by Adrian Spencer Smith

Before Dawn

1st Level Subclass Feature

You are able to get the best out of any weapon you are proficient with. Any weapons you use are treated as if they have reach, unless they already have it. Additionally you gain advantage on Intelligence based checks.

Eternal Calculus

1st Level Subclass Feature

You may expend 2 skill points under one of the following conditions to immediately make an attack against a creature in range:

  • An ally within 30 ft of you cast a spell.
  • An ally within 10 ft of you lands a critical hit.
  • A hostile creature within 10 ft of you was reduced to 0 hit points
  • A hostile creature within 20 ft of you was reduced to half of its hit points.
  • An ally within 10 ft of you is reduced to 0 hit points

This attack does not grant a skill point.

An Instant before a Gaze

6th Level Subclass Feature

You may spend 1 skill point before you attack to cause the following effect: When you hit a hostile creature with an attack you can target a second creature with the same attack roll. It makes a dexterity saving throw against your Path Save DC, on a failure it takes the same amount of damage as the first creature, only taking half on a pass.

Geniuses' Repose

10th Level Subclass Feature

You may expend 2 technique points to change one currently attuned item, granted you spend 10 minutes concentrating on it without interruption.

Alternatively you may spend 2 technique points to reroll an ability check you are proficient with or a saving throw made.

In combat you may spend 1 skill point to reroll a saving throw you made, potentially turning a failure into success.

Night on the Milky Way

13th Level Subclass Feature

You may spend 2 skill points as an action to force an amount of hostile creatures you can see equal to half of your proficiency bonus rounded down to make a dexterity saving throw against your Path Save DC at disadvantage. On a failure each creature takes 6d8 damage of the damage type your weapon currently has. On a success they only take half damage. If only one creature can be targeted, the damage increases by 2d8 for a total of 8d8.

Yet Hope is priceless

17th Level Subclass Feature

The first attack roll, ability check or saving throw, that you don't already have advantage on, after a long or short rest is made with advantage.

If out of combat you and you have more than half of your technique points you add your intelligence modifier to the roll as well.

After initiative is rolled you may also spend 1 skill point to gain this benefit.

Additionally upon using Eternal Calculus your attacks will be considered under the effect of An Instant before a Gaze.

Emanator of Erudition

20th Level Subclass Feature

You gain proficiency in all intelligence based checks, though they will use your [stat choice] instead if it is not Intelligence, if you are already proficient you gain expertise instead. The range of your weapons is doubled.

You can activate this state as an action and gain the following benefits for one minute:

  • You do not need to expend a skill point when using An Instant before a Gaze.
  • The damage from Night on the Milky Way increases by 3d8.
  • Once per turn you double the static bonus of your [stat choice] modifier for one attack.
  • You can expand a skill point to change a item you are currently attuned to something else once as a free action.
  • As a action you can use a skill point to modify the weapon of an ally within 5 ft to do one of the following:
    • Double the range or increase its reach by five feet
    • Increase the number or enemies hit by one attack by one, following the same rules as An Instant before a Gaze.

You can invoke this power again after a long rest.

Path of Harmony

Those who follow the "Harmony" Path admire understanding, support, and cooperative behavior.

"The world is in harmony and the stars shine bright. Praise the Lord! All are connected and the wind of blessing breathes across the lands!"Odes of Harmony, I

Flowing Nightglow

1st Level Subclass Feature

You gain proficiency in the Persuasion skill (or expertise if you are already proficient), using your [stat choice] instead of Charisma. Additionally you make any Persuasion check at advantage.

Earthly Escapade

1st Level Subclass Feature

Using 1 skill point as a bonus action you can give an ally of your choice within 20 ft of you advantage on one saving throw made within one minute.

Alternatively you may spend 2 skill points to give an amount of allies equal to your [stat choice] modifier advantage on one saving throw made within one minute.

Past Self in Mirror

6th Level Subclass Feature

You may spend 1 technique point upon rolling for initiative to switch places with an ally of your choice.

When a creature (including yourself) within 30ft makes a d20 roll, you can use a reaction and to spend 2 skill points or 2 technique points to remember the roll. Within 1 minute, you can forgo rolling and instead choose to use the remembered roll. If you use 1 additional skill or technique point you may bestow the roll on an ally instead. A roll can only be used once before you have to remember a new one.

But the Battle isn't over

10th Level Subclass Feature

Allies within 10 ft of you cannot be frightened or charmed, this does not work if you are incapacitated.

If a creature within 30 ft of you has been stabilized or healed from 0 hit points, you may use 2 skill points as a reaction to make it move up to its speed without provoking an attack of opportunity.

Memories of the Past

13th Level Subclass Feature

Upon spending 3 skill points as an action you may give an amount of allies up to half of your proficiency bonus that you can see advantage on their attack rolls, which lasts until the end of their turn.

For Tomorrow's Journey

17th Level Subclass Feature

When you and an amount of allies up to your [stat choice] modifier take a short rest, you may spend 5 technique points to shorten the time required to one minute.

Emanator of Harmony

20th Level Subclass Feature

When you make any Charisma based check, you may treat a d20 roll of 9 or lower as a 10.

You activate this state as an action and gain the following benefits for one minute:

  • Your But the Battle isn't over feature has its range increased to 30 ft.
  • On the first turn of your activation allies within 10 ft of you gain a second action.
  • After you attack a hostile creature you may spend 2 skill points as part of this action so allies attacks score a critical hit on a roll of 18 - 20, this lasts until you use a skill point again. This attack action does not refund a skill point.
  • During this state you may spend 3 skill points to give two allies within 30 ft of you a second reaction. Once they use two reactions in one round, the benefit is lost and has to be reapplied.

You can invoke this power again after a long rest.

Path of Nihility

Those who follow the "Nihility" Path admire laziness, exhaustion, and meaningless behavior.

"You may gaze deep into the vast grandeur of the stars, but do not glance at the abyss of the void... for it holds nothing except for the ability to make mortals lose all reason and thought."Murong, Doctor of Chaos

Along the Passing Shore

1st Level Subclass Feature

You gain proficiency in the Deception skill (or expertise if you are already proficient), using your [stat choice] instead of Charisma. Additionally when you make death saving throws, you cannot be targeted by attacks.

In the Name of the World

1st Level Subclass Feature

When you hit a creature with a weapon attack, you may spend 1 skill point to make your target make a constitution save. On a failure they are inflicted with DoT equal to your damage dice. This DoT inflicts damage whenever the creature takes a turn, uses a reaction or a legendary action. Once it has taken damage, the DoT disappears. On a success they are not inflicted with a DoT.

On a critical hit you inflict double the weapon damage as DoT.

Reforged Remembrance

6th Level Subclass Feature

Upon spending 2 skill points as a bonus action, you may double the DoT inflicted by the next attacks you make, the creature you attacked making the constitution saving throw at disadvantage.

When you enter initiative, you may spend 2 technique points to inflict DoT equal to your weapon damage dice on one hostile creature you can see.

Patience is all you need

10th Level Subclass Feature

The cost of changing your damage type is reduced by one skill and technique point, enabling you to change your DoT on the fly.

Additionally if you switch your damage type during your attack action, you may spend an additional skill point to force the creature you attacked to make a constitution saving throw against your DoT at disadvantage. On a fail, you inflict DoT equal to triple the amount of your combined weapon damage dice. On success you only inflict DoT equal to your weapon damage dice.

Each damage type inflicts its own DoT and counts down separately from each other.

Incessant Rain

13th Level Subclass Feature

Your DoT does not disappear after inflicting damage. Instead with each action the afflicted creature takes, the damage dice of the DoT gets reduced by one. The creature however can make a constitution saving throw at disadvantage against your Path Save DC at the end of its turn to reduce the damage dice of DoT to half of the dice to a minimum of one damage dice.

If different damage types have been inflicted, the creature reduces the damage dice of all of them with a successful constitution saving throw.

The inflicted creature may remove all of the DoT by spending an action instead.

Fermata

17th Level Subclass Feature

When an ally within 30 ft inflicts a damage type listed in Prisoner of Deep Confinement you may use your reaction to spend 3 skill points to inflict DoT equal to half of the total damage dice used in this attack.

Additionally you inflict DoT equal to all damage dice you used in your attack whenever you use your In the Name of the World feature, the size of the dice is equal to your weapon's damage dice.

Emanator of Nihility

20th Level Subclass Feature

You gain resistance to the type of your weapon's current damage type.

Upon activating this state as an action for one minute you gain the following benefits:

  • When inflicting DoT, hostile creatures do not make Constitution saving throws against having DoT inflicted on them for the duration of this state, unless it is to half the remaining DoT on them.
  • When you attack a creature inflicted with DoT, roll a d2. If the result 1 nothing happens. If you roll a 2, the DoT goes off inflicting damage. This does not count down the amount of DoT.
  • After a DoT has gone off, you may spend 2 skill points as a reaction to inflict half of the remaining DoT onto another creature within 30 ft of the original creature.

You can invoke this power again after a long rest.

Path of Preservation

Those who follow the "Preservation" Path admire patience, sacrifice, and defensive behavior.

"The philosopher gazes upon the stars trying to find the ultimate goal of civilization — 'Build a wall.' A majestic voice echoed in his head. 'Build a wall.'" — Fables About the Stars by Adrian Spencer Smith

Concert for Two

1st Level Subclass Feature

You gain proficiency in the Insight skill (or expertise if you are already proficient) and it uses your [stat choice] instead of Wisdom. Additionally you start each initiative with temporary hit points equal to your [stat choice] modifier.

Texture of Memories

1st Level Subclass Feature

By spending 1 skill point as a bonus action you may give a creature within 30 ft of you that you can see temporary hit points equal to half of your level rounded down + [stat choice] modifier. These temporary hit points can be stacked, but every subsequent use of this feature on the same target takes an action and the skill point cost increases by one.

Day One of my new Life

6th Level Subclass Feature

You may spend one technique point to give a number of creatures equal to half of your proficiency bonus an increase in AC equal to your [stat choice] modifier. This bonus lasts until the designated creatures first get hit by an attack roll.

Moment of Victory

10th Level Subclass Feature

You may use 3 skill points as a bonus action to force an enemy to make a Wisdom saving throw against your Path Save DC at disadvantage. On a failure the creature has to attack you, gaining advantage on these attack rolls, until the end of your next turn.

Additionally your Texture of Memories feature increases to your level + [stat choice] modifier. The base cost increases to 2 skill points.

Destiny's Threads Forewoven

13th Level Subclass Feature

Upon spending 4 skill points as an action you can link an amount of creatures up to half of your [stat choice] bonus rounded up to yourself. Allies under this effect, that are not you, gain resistance to all damage they take as long as they are within 60 ft of you. You take half of the resisted damage of every ally whenever they are hit. This bond lasts for one minute or until you are reduced to 0 hit points.

Inherently Unjust Destiny

17th Level Subclass Feature

Upon taking damage you can choose to spend 2 skill points as a reaction to double this damage and divide the total damage as temporary hit points among allies within 30 ft you can see. This damage taken ignores immunities and resistances on your part.

Emanator of Preservation

20th Level Subclass Feature

Your body is a fortified bastion of the Preservation. You gain a permanent AC bonus equal to half your Profciency bonus.

You can activate this state as an action to defend your allies, gaining the following benefits for one minute:

  • All Enemies must make a wisdom save against your path save DC, On a failure they are compelled to attack you. They can make this save at the end of each of their turns ending the effect on a success.
  • Choose a number of creatures equal to your [stat choice] modifier, they roll a d6+1, their AC increases equal to the number they rolled up to a maximum of 6
  • When an ally who is under an effect you have granted them is attacked within 10 feet of you, you can use your reaction to attack the attacker.
  • If an ally within 30 feet of you is reduced to 0 HP you can use your reaction to move, up to your movement speed, towards them without provoking attacks of opportunity. If the attacker who dealt the blow is within 10 feet you may make two attacks against them. They must make a wisdom saving throw for each attack, upon a failure they can only attack you until the end of their next turn.

You can invoke this power again after a long rest.

Path of Abundance

Those who follow the "Abundance" Path admire selflessness, altruism, and healing behavior.

"The flowers share their petals without care, waiting for their inevitable withering destiny. The birds fly high in song, moving toward their inevitable crash and death. The streams flow rapidly with life, in a direction where they inevitably run dry. Why must all things come to an end? There must be a miracle somewhere in the universe that can cure the disease known as finality." — Life Is Too Short by Anonymous

Perfect Timing

1st Level Subclass Feature

You gain proficiency in the Medicine skill (or expertise if you are already proficient) and it uses your [stat choice] instead of Wisdom. Additionally you also gain proficiency with the Herbalism Kit.

Time waits for No One

1st Level Subclass Feature

As a bonus action you may use 1 skill point to heal an ally within 10 ft of you or yourself equal to 2d6 + your [stat choice] modifier.

Outside of combat this costs 1 technique point to use. If the ally regains their full health with one use of this healing, you instead spend no technique point, this compensation does not apply to yourself.

Echoes of the Coffin

6th Level Subclass Feature

Your knowledge of medicine and the abundance helps the people around you. When making a Medicine check you can treat a d20 roll of 9 or lower as a 10.

Additionally you may spend 3 skill points as an action to assess the health of one enemy, gaining the knowledge of how many hit points the creature has left.

Post-OP conversation

10th Level Subclass Feature

The healing of your Time waits for No One feature is increased to an amount of d8 equal to your proficiency bonus + your [stat choice] modifier. Additionally its range is increased to 30 ft. The cost increases to 2 skill points.

You can organically remake and reattach any lost body part over the course of a long rest.

Shared Feeling

13th Level Subclass Feature

Upon using 2 skill points as an action you can cure one ally you can see within 30 ft of any conditions affecting it. You may target yourself.

With the new understanding of how the Abundance affects the biological components of a body, you can spend one technique point to telepathically link an amount of creatures equal to your [stat choice] modifier until a short or long rest.

Quid Pro Quo

17th Level Subclass Feature

As a reaction to a hostile creature hitting you or an ally within 10 ft of you with an attack roll, you may make an attack of opportunity by spending 2 skill points. This attack deals damage equal to your normal weapon damage plus half of the damage the hostile creature inflicted.

This attack does not refund one skill point upon hitting the creature.

Emanator of Abundance

20th Level Subclass Feature

The blessing of Abundance fully encompassed you, making you functionally immortal by any means unless you are killed. You do not age and you gain 3 * your Level as an addition to your hit point maximum.

You can activate this state as an action and gain the following benefits for one minute:

  • When ever you start your turn and would make death saves, you instead stabilize.
  • You regain 2d8 + your [stat choice] mod in HP each round provided you have at least 1 hit point.
  • It does not take you any skill points to heal yourself or a ally with your Time Waits for No One feature.
  • If you lose your head you do not die, instead you can spend a bonus action to reattach it to your body, you can also reattach any lost body part as a bonus action.
  • When damage would reduce you to 0 you may choose to expend half your remaining hit points and stay up instead, you may only do this once during this state.
  • If an attack would kill you outright, you may end this state immediately and drop to 1 hit point instead.

You can invoke this power again after a long rest.

Credts And

Afterword

Honkai: Star Rail has been out for a year at the point of starting this homebrew Class. At first I was pretty slumped with the overall tone and vibe, going back and forth on ideas until I settled on what it is now. Is it perfect? No, of course not, but rarely things are.

I've been having fun though, thinking of how to bring the mechanics of the game into D&D and balancing it out with my shoddy math.

All art is taken from official materials of the game Honkai: Star Rail made by Hoyoverse

 

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