Aligner (5e Class)

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the planes have energies which ties them to the souls or creatures so what if you can manipulate them that is the aligners are

as a aligner you will be tapping into, manipulating and enforcing alignment by harnessing the magical energy of the planes to do this you studied the energy of the plains in a places called the planertorys these planeatorys bring those who are attuned to the planes or wish to learn which you must learn from for a year how to harness the energy of the plane and earn yourself a book of the planes as a focus of planer power within you.this class is for those who love alignment and wanted to be relevant or dms who wish to enforce it

<!-Introduction Leader->[edit]

=== Creating a aligner

Quick Build

You can make a <!-aligner-> quickly by following these suggestions. First, <!-wisdom-> should be your highest ability score, followed by <!-constitution->. Second, choose the <!-sage-> background. Third, choose <!-quarterstaff or rapier and any light Armor ->

Class Features

As a aligner you gain the following class features.

Hit Points

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


Armor: light armor
Weapons: all simple weapons and a rapier
Tools: n/a
Saving Throws: wisdom,constitution
Skills: Choose Two from arcana,insight,perception,history,religon


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

  • (a) a quarterstaff or (b) a rapier
  • (a) any simple melee weapon or (b) a short-bow and a quiver of 20 arrows
  • (a) leather armor or (b) studded leather
  • (a) scholars pack or (b) explorers pack
  • (a) book of planes or (b) staff of alignment

Table: The aligner

Level Proficiency
charges Features
1st +2 4 force of aligned,ray of alignment
2nd +2 5 aligner archetype
3rd +2 8
4th +2 10 Ability Score Improvement, aligned link
5th +3 12
6th +3 13 aligner archetype feature
7th +3 14 boon of alignment
8th +3 15 Ability Score Improvement, law of alignment
9th +4 17
10th +4 19 aligner archetype feature
11th +4 20 change of alignment
12th +4 20 Ability Score Improvement
13th +5 21
14th +5 21 aligner archetype feature,planer linking
15th +5 22
16th +5 22 Ability Score Improvement
17th +6 23
18th +6 23 planer binding,alignment disruption
19th +6 24 Ability Score Improvement
20th +6 25 alignment master,aligner archetype feature

level 1

<force of aligned>[edit]

you gain the use of charges,charges are the aligners version of spell slots and allow for some ability's to be used, when someone within 60 ft of you acts out of there alignment you can use there connection to a plane to harm them for there breach of character dealing 2d6 psychic damage ignoring resistances and immunity's.this damage increase by 1d6 every two levels and there basic descriptions of alignment

lawful good linked to mount celestia his means to have a good scene of honer and justice and even in this alignment can be transgressed by dirty fighting being selfish being unnecessarily cruel or being a general basted

good neutral linked to Elysium this alignment mostly acts altruistically. They don’t have any regard or disregard for or against any lawful precept such as traditions or rules. These are the most peace-loving characters in the game. They don’t have a problem cooperating with the lawful officials. But they don’t feel indebted to them.this can be transgressed by putting honor or personal gain above the benefit of good or the protection of innocence

chaotic good linked to Arboria this alignment always has disdain to the bureaucratic organizations that often interfere in social improvement. These characters try to bring a change for the better. They believe in personal freedom for everyone, to transgress this alignment means to give in to a oppressive government for any reasons and also allowing people to be oppressed

lawful neutral linked to mechanus this alignment believes in lawful concepts like order, tradition, rules, and honor. Sometimes, these characters can even have a prior preference to choices that they think are controlled by benevolent authorities this can be transgressed by disobaing the law in anyway or trying to revolt

true neutral linked to the prime Martial plane True neutrals don’t feel strongly towards any alignment, and they don’t actively seek their balance. They take decisions on their feet instead of judging what is right and what is wrong according to their character traits. Most "natural" creates in D&D are true neutral. which means this alignment cannot be transgressed

chaotic neutral linked to limbo Chaos is the defining attribute for these characters; frequently they are disruptive to the party and can wreak havoc on even the best laid plans. this can be transgressed by simple conforming to oppression in anyway

lawful evil linked to the nine hells ,Lawful evil characters often search for a well-ordered system. They try to exploit this system to show a combination of both desirable and undesirable traits,They will probably stick to a deal that is made, but you can be certain they don't have your best interests in mind when they make it. Beware of loopholes when negotiating with a lawful Evil character. this can be transgressed by not being exploitative of the rules and being honest with deals

neutral evil linked to Hades,Neutral Evil characters are very selfish and may not care if they turn against their allies. NE characters won't hesitate to hurt others if it furthers their means. All they care about is to fulfill their wishes and demands. However, they won’t go out of their way to achieve their desires; they won't cause any mayhem or carnage if they think that the actions will not benefit them. to trancegress this ..... do/be anything but this

chaotic evil linked to the abyss,These characters are more evil than neutral evils. They don’t respect any rules, don’t value people’s lives, and they will do anything to fulfill their desires; they are the most cruel and selfish characters in the game who value nothing but their personal freedom. These characters are so evil that they don’t work well in groups as well. A big differentiation for chaotic evil characters is that they may do evil things even if they don't benefit from it. transgressing this alignment means to following any law that you don't enforce and not doing evil

rays of alignment[edit]

you use your book of planes or staff of alignment to create a link between you and the plane of your alignment to attack, by spending a charge you can deal 2d8 of different damage types depending on your alignment Lg=radiant Ln:piercing Le:fire ng:radiant n:force ne:psychic cg:radiant cn:psychic ce:necrotic

<!-aligner archetype->[edit]

<!-At <!-second-> level, you chose a <!-aligner archetype->. Choose between <!-atrolerger,unifyer,->, <!both-> detailed at the end of the class description. Your choice grants you features at <!-level 2-> and again at <!-levels 6,10,14 and 20->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-this subclass takes it studies of the planes to the next level allowing for augmented rays of alignment ->

<!-planar blasting->}}

<!-at second level you may chose a outer plane once per short rest and depending on the planes alignment rays of alignment gets an extra effect you can chosse to apply lawful:deals no damage but target cannot inflict damage or lie,neutral:target may not gain advantage or disadvantage,chaotic:deals no damage but target must use its actions to melee attack,good: instead of dealing damage this heals if cast on an ally for 2d8 hp ->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-aligner-> class, you must meet these prerequisites:wisdome 13,intelligence 13

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