Projectionist (5e Class)

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Projectionist[edit]

Projectionists are masters of all weaponry, trained in two magical abilities: The ability to store weaponry and armor in their personal Armory, and the ability to then create these weapon and use it as skillfully as its owner. Many an group of warriors have lost in battles to but a single one of these arcane warriors, and none seem to be able to stem the tide of steel from their hands.

Creating a Projectionist[edit]

They most important part of a Projectionists background is how and where you became capable of this sort of magic. Did it simply come to you on the battlefield? Were you a student of a mage with unusual tastes? A blacksmith blessed by a god of war?

Intelligence should be your highest stat, followed by either Dexterity or Constitution.

Class Features

As a Projectionist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Projectionist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Projectionist level after 1st

Proficiencies

Armor: Projectionists are proficient with any armor they create, as well as light armor.
Weapons: Projectionists are proficient with any weapon they create as well as, simple melee weapons.
Tools: One type of artisan's tools.
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Acrobatics, Arcana, Investigation, and History.

Equipment

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

  • Knowledge of 2 Simple Weapons, Martial Weapons or Mundane Armor of any kind
  • (a) Explorer's Pack or (b) Adventure's Pack
  • One type of artisan's tools.
  • 10gp

Table: The Projectionist

Level Proficiency
Bonus
Features Creation Points
1st +2 Creation Points, Weapon Storage, Trace on 6
2nd +2 Combat logic, Fighting Style 10
3rd +2 Blade Path 14
4th +2 Ability Score Improvement 18
5th +3 Extra attack 22
6th +3 Weapon Improvement 26
7th +3 Blade Path Feature 30
8th +3 Ability Score Improvement 34
9th +4 Blade Path Feature, 38
10th +4 Ability Score Improvement 42
11th +4 Blade Path Feature 46
12th +4 Ability Score Improvement, Evasion 50
13th +5 Blade Path Feature 54
14th +5 Adrenaline Rush 58
15th +5 Mental overload 62
16th +5 Ability Score Improvement 66
17th +6 Redesigned Weaponry 70
18th +6 Perfected Creations 74
19th +6 Ability Score Improvement 78
20th +6 Unlimited works 90

Features[edit]

Creation Points[edit]

You have gained access to a pool of Creation points that can be used to fuel you powers. You gain more as you level up in the Projectionist class. See the table above for points per level. All Creation Points are restored after completing a long rest or short rest.

Weapon Storage[edit]

You may store a total number of weapons or armor equaling to Projectionist level + Intelligence Modifier in your arsenal at any one time. You are able to permanently remove any amount of weapons or armor from your arsenal at any time.

Each type of weapon and armor will take up an amount of slots based on the tables below (to a minimum of 1).

Type Storage Modifier
Light Armor +1
Medium Armor +2
Heavy Armor +3
Type Storage Modifier
Simple Melee Weapon +1
Simple Ranged Weapon +1
Martial Melee Weapon +2
Martial Ranged Weapon +2
Properties Storage Modifier
Light -1
Finesse / Thrown +1
Versatile / Reach +2
Two Handed / Heavy +3
Magical Rarity Storage Modifier
Common / Uncommon +1
Rare +2
Very Rare +3
Legendary +4

Trace on[edit]

Starting at 1st level, using one Creation Point, you may recreate any single weapon from your arsenal causing it to manifest in your hands as a bonus action. This is a illusory weapon, and can be magically dispelled versus a DC of 8 + half your Projectionist level (rounded down). After an hour it will dissipate and due to its illusory nature will also shatter into fragments after six successful strikes. Any weapon summoned this way will use your intelligence modifier for attack and damage modifier calculations. You may create up to six pieces of ammunition for 1 Creation point. You may also use 2 Creation points to create any single armor stored within your arsenal around your body, which also dissipates after an hour, and likewise shatters after taking your level x 3 points of damage.

Combat logic[edit]

Starting at 2nd level you've trained your body and mind to react faster during a fight, understanding the situation and knowing how to avoid attacks and counter the enemy. Using your reaction you can add your intelligence modifier to you AC, you can use this feature up to you intelligence modifier times per day.

Fighting Style[edit]

At 2nd level, choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. When creating ammunition, you create double the usual amount.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 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.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You are able to create two weapons with a single use of Trace On.

Blade Path[edit]

When you reach 3rd level, you begin to train you mind allowing you to draw out more power. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th and 13th level.

Ability Score Improvement[edit]

When you reach 4th level, you can increase one ability score of your choice by two or two ability scores of your choice by one. You may do so again at 8th, 12th, 16th, and 19th level. As normal, you can't increase an ability score above 20 using this feature.

Extra attack[edit]

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

Weapon Improvement[edit]

Starting at 6th level, your summoned weapons count as magical and ignore resistance and immunity to nonmagical and magical attacks and damage.

Evasion[edit]

Beginning at 12th level, when you are subjected to a Dexterity saving throw, you take no damage if you succeed on the save and only half damage if you fail.

Adrenaline Rush[edit]

At 14th Level, as a bonus action you may recover a number of Creation Points equal to your Projectionist level. You must finish a long rest before using this feature again.

Mental Overload[edit]

Beginning at 15th level, you are able to push more energy into the weapon than just materializing. By spending an additional 5 creation points you may deal an additional 1d8 force damage until the start of your next turn.

Redesigned Weaponry[edit]

At 17th level, having spent a lifetime working with weapons, there is one type that you have become extremely proficient with, and have learned on how to improved upon. Choose either slashing, piercing, or bludgeoning damage. Whenever you attack with a weapon that deals that type of damage, you may add your proficiency modifier to the damage roll.

Perfected Creations[edit]

When you reach 18th level, your projections may be reinforced with further energy to make them harder and sharper. Any item created with your Trace on feature can be upgraded to a +2 for an extra 10 Creation points. This feature may be used with your sub-class features.

UNLIMITED blade works[edit]

By 20th level, your familiarity with your armory has become that of an extension of your person. You can summon any magical and non-magical weapon or armor from your arsenal with no cost.

Blade Paths[edit]


Path of The Falling Blades[edit]

Hail of Swords

At 3rd level, you gain the ability to, as an Attack action, create weapons in midair and hurl them magically at your opponents, creating an effect similar to the conjure barrage spell, at the cost of a 5 Creation point. However, the spell only affects a 15 foot cone instead of a 60 foot cone.

Recall Blade

At 5th level, whenever you make an attack with a thrown weapon you may re-summon the same weapon back to your hand for free.

Raining Blades

At 7th level, your ability to cover the sky with your arsenal increases. You may cast the spell conjure volley using 12 creation points.

Unstable Creation

At 9th level, you can rig a weapon to explode with unstable energy. By spending 5 Creation points a weapon becomes charged. Any charged weapon explodes at the end of the round, dealing 2d6 fire damage in a 20 foot radius. A Dexterity saving throw can be made for halve damage.

Blade Wall

At 11th level, you can create structures made entirely of weapons. Expending 5 Creation Point per 5 feet, you can create temporary walls, bridges, or rings of swords and spears any location within 150 feet of you. Any creature that attempts to scale or move through these structures takes 1d8 slashing damage every 5ft they are touching the structure, and has disadvantage on any associated check. Structures created this way last for 1 minute.

Animate Weapons:

At 13th level, you ability to manipulate and finesse multiple weapons increases, using 5 Creation Points per to create weapons as per the spiritual weapon spell. You can create up to your intelligence modifier in animated weapons. Each following turn you must pay 5 Creation Points per weapon to sustain them.

Path of Legend[edit]

Legendary Warrior At 3rd level, you gain the ability to summon legendary weapons from the list below:

Weapon Name Weapon Type Damage Properties Creation Point Cost
Gáe Bulg Spear 1d12 Finesse, Reach 10
Fail-not Longbow 1d10 +1 Weapon 8
Gríðarvölr Quarterstaff 1d8 Extended Critical Range (19-20) 7
Mjölnir Light Hammer 2d8 Thrown (20ft) 10
Excalibur Greatsword 3d6 - 15
Carnwennan Dagger 1d10 Sneak Attack (2d6) 8
Parashu Battle Axe 4d4 Versatile (4d6) 18

Summoning such a weapon is a bonus action, and the weapons may only be wielded by you. The weapons can only be used as long as you have creation points to summon them and do not count towards your total arsenal.

Supernatural Speed

At 5th level, gain an additional 10 movement speed.

Fabled Endurance

At 7th level, as an action you may expend a two hit die to heal yourself. This feature may be used up to your Intelligence Modifier number of times before needing short or long rest to use this feature again.

Legendary abilities

At 9th level, you have learned how to use your replicas of legendary weapons as well as their original wielders, as the list below:

Gáe Bulg: You can unleash a blow that reverses causality. By taking a -7 penalty to hit, you are guaranteed to critically hit the target. You may only make 1 attack when using this ability. Costs 5 Creation Points to use.

Fail-not: Your arrows are homing, following your target wherever they dodge. You have advantage on your attacks this round using this weapon. Costs 2 Creation Points to use.

Gríðarvölr: Deal an extra 1d8 damage for every size category your opponent is larger than you. Costs 5 Creation Points to use.

Mjolnir: For the rest of the round, your attacks with this weapon also cast the spell Thunderwave, centering on the creature struck. Costs 9 Creation points to use.

Excalibur: No foe can best he who possesses this blade. Blasts of divine energy smite your opponents from the heavens, dealing 10d8 radiant damage to every creature within 60 feet you can see, excluding any you choose not to strike. For every 5 enemies you affect with this, you must charge the blade for one round. If you affect 5 or less creatures with this, no charging is required. The weapon instantly breaks after the attack. Costs 15 Creation Points to use.

Carnwennan: Grants the user invisibility until the end of their current turn, and adds an additional 4d6 sneak attack damage die. Costs 10 Creation Points to use.

Parashu: The unconquerable and indestructible divine axe. The user can make a mighty strike upon those who surround them. Make an attack on all enemies within range. Costs 11 Points to use.

Mythic Armor

Starting at 11th level using 5 Creation points you can create adamantine armor.

Aegis

At 13th level, you can summon a powerful shield of pure force, which can be summoned as a reaction to an attack or spell. The shield deflects up to 50 points of damage, lasts 1 round, and protects you and anyone within 5 feet of you, at the cost of 15 Creation Points. You must finish a long rest before you can use this ability again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the projectionist class, you must meet these prerequisites: Intelligence 13

Proficiency. When you multiclass into the projectionist class, you gain the following proficiency: simple weapons.


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