Conjurers (Corebound Awakening Supplement)
Class Features[edit]
As a Conjurers you gain the following class features:
Hit Points[edit]
Surface Hit Dice: 1d6 per Conjurers Stage + Constitution modifier.
Proficiencies[edit]
Armor: Light Armor and Shields
Weapons: Simple Weapons
Saving Throws:Wisdom and Intelligence or Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Table: The Conjurers[edit]
Core Purity | Stage | Proficiency Bonus | Features | Mana points | XP Threshold |
---|---|---|---|---|---|
Black | — | +1 | Mana Sensory Instinct | 5*Wisdom mod (min of 5MP) | 0 |
Red | Dark | +2 | Runecasting | 10*Wisdom mod (min of 10MP) | 5 |
Solid | +2 | Upcasting | 10*Wisdom mod (min of 10MP) | 500 | |
Light | +2 | Prepared Invocation Enchanting | 10*Wisdom mod (min of 10MP) | 1,200 | |
Orange | Dark | +3 | Signature Spell | 15*Wisdom mod (min of 15MP) | 2,000 |
Solid | +3 | Signature Echo | 15*Wisdom mod (min of 15MP) | 3,200 | |
Light | +3 | Signature Spell Expansion Mana Battery Core | 15*Wisdom mod (min of 15MP) | 4,600 | |
Yellow | Dark | +4 | Augment Modes | 20*Wisdom mod (min of 20MP) | 6,200 |
Solid | +4 | Parallel Flow | 20*Wisdom mod (min of 20MP) | 7,800 | |
Light | +4 | Reflex Integration Combat Style | 20*Wisdom mod (min of 20MP) | 9,400 | |
Silver | Dark | +5 | Elemental Augments | 25*Wisdom mod (min of 25MP) | 11,000 |
Solid | +5 | Elemental Augments Extension | 25*Wisdom mod (min of 25MP) | 12,600 | |
Light | +5 | Partial Activation Extra Attack | 25*Wisdom mod (min of 25MP) | 14,200 | |
White | — | +6 | Zero Point Pulse | 30*Wisdom mod (min of 30MP) | 15,000 |
lvl 1 | 0 XP | lvl 11 | 6500 XP |
---|---|---|---|
lvl 2 | 200 XP | lvl 12 | 7700 XP |
lvl 3 | 500 XP | lvl 13 | 9000 XP |
lvl 4 | 900 XP | lvl 14 | 10400 XP |
lvl 5 | 1400 XP | lvl 15 | 11900 XP |
lvl 6 | 2000 XP | lvl 16 | 13500 XP |
lvl 7 | 2700 XP | lvl 17 | 15200 XP |
lvl 8 | 3500 XP | lvl 18 | 17000 XP |
lvl 9 | 4400 XP | lvl 19 | 18900 XP |
lvl 10 | 5400 XP | lvl 20 | 20900 XP |
Mana Sensory Instinct[edit]
You become subtly aware of the mana that flows through your body and around you. This is not a trained skill — it is instinctual, like a second heartbeat.(1-20lvl)
- You can detect the presence of active mana (spells, spellcasters, mana cores) in a radius of 10 ft per Feature Level
- Obstruction Weakens Detection: Range is reduced by 10 ft per 5 ft of obstacle (e.g., 15 ft of stone wall reduces range by 30 ft in that direction)
- To gather specific details (e.g., spell type, element, Internal vs External, core strength), make an Insight check DC 20(5lvl DC 18, 10lvl DC 16, 15lvl DC 14 and 20lvl DC 12).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Runecasting[edit]
Your mana veins have stabilized enough to extend outward to shaping the world through structured mana instructions.
- You can chain runes to create magical effects.
- You can cast while using Augment Modes, but you may only use one rune chain per turn unless a feature says otherwise.
- You cast spells using Wisdom as your casting stat.
- Spell Save DC = 8 + Proficiency Bonus + WIS modifier + 1 per 2 Feature Level.
- Spell Attack = Proficiency Bonus + WIS modifier + 1 per 2 Feature Level.
- You can cast spells of a difficulty equal to your Feature Level (Each rune add 1 to the difficulty level).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Upcasting[edit]
Your body and mana core have adapted enough to briefly channel spells beyond your current limits — but doing so teeters on the edge of collapse.
- You may attempt to cast a spell using a rune chain that exceeds your current control threshold.
- When you do, make a Wisdom saving throw with a DC equal to 10 + 2 for every difficulty level (higher then what you can do) - Feature Level.
- On a success, the spell is cast normally.
- On a failure, the spell fails and you suffer Conjuring Backlash: You take 1d10 force damage per rune used, ignoring resistance. Your MP is immediately locked for 1d4 rounds — you cannot cast or use Augment/Elemental Modes during this time. At DM discretion, unstable magic might cause a wild effect or secondary consequence.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Prepared Invocation[edit]
Your mastery of external spellcraft has progressed to the point where you no longer need to build every spell in the moment.
- You may prepare a number of rune chains equal to your Int + Wis * Feature Level (min = Feature Level).
- Prepared spells are pre-built rune sequences stored in your mind or on etched focus objects.
- You may cast a prepared spell as an Attack Action, Bonus Action or Reaction, and it cannot be altered or expanded mid-cast.
- Casting a prepared spell costs its normal MP, but it's a pre set amount (Example[Plant:✺(1MP)⬡(Ball)(4MP)⧖(1MP)∞1(2MP)⚝(1MP)△(1MP)➤(up)(1MP)⬡(tentakels)(4MP)⟳(2MP)∞1(2MP)]).
- You may prepare a new rune spell by spending 10 minutes in focused meditation or etching.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Enchanting[edit]
You gain the ability to create temporary enchantments.
- You can spend 10 minutes in focused meditation to create a simple enchantment on your equipment.
- You can later spend MP up to your Feature Level to activate the enchantment/s as a Free Action.
- The enchantments power scales with the MP spent on activating it.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Signature Spell[edit]
After years of combat, ritual, and mana flow mastery, you've developed a spell so ingrained in your identity that it bypasses preparation, customization, and hesitation.
- Choose or create one rune chain (minimum 2 runes, maximum 2*Feature Level).
- This chain becomes your Signature Spell.
- The normal rules for rune chain do not apply to Signature Spell (At DM's discretion).
- Once per every 5 Feature Levels per short rest, you may cast your Signature Spell as a bonus action.
- It costs half the normal MP (rounded down, minimum 1 per rune).
- You may re-engrave a new Signature Spell after finishing a long rest and spending 1 hour in focused training.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Signature Echo[edit]
Your mastery over your Signature Spell has reached such precision and instinct that you can unleash it in waves, striking multiple targets in a single breath.
- You may now choose to cast your Signature Spell as an action instead of a bonus action.
- When cast this way, the Spell activates as many times as you have Feature Level/2.
- MP Cost = Half the spell's cost × as many activations (minimum 1 MP per rune per activation).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Signature Spell Expansion[edit]
Your control over mana inscriptions has reached such depth that you can now sustain multiple engraved spells within your core.
- You may now engrave and maintain up to your Feature Level/5 Signature Spells at once.
- Each spell follows the normal rules for Signature Spells.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Mana Battery Core[edit]
Your mana core has developed a secondary reserve, a self-sustaining storage node within your body that slowly accumulates mana over time.
- You gain a Mana Battery that can hold up to 2 * Feature Level Bonus MP.
- The battery automatically recharges 1 MP * Feature Level per hour, even when you are not in combat.
- You can only spend from the Mana Battery once per turn.
- You may spend MP from the Mana Battery to cast Signature Spells, Prepared Spells, or Spells.
- Once emptied, the battery takes 1 hour of rest or 10 minutes of focused meditation to begin recharging again.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Augment Modes[edit]
You may activate one mode at a time as an action, sustaining it by spending 2 MP per round. Each mode has Feature Levels (1–20lvl).
Speed Mode:
- Increases movement speed by +5 ft per Feature Level.
Power Mode:
- Increases melee and unarmed damage by +1 per Feature Level.
Defense Mode:
- Increases AC by +1 per 2 Feature Levels (rounded down).
- Choose one: resistance to bludgeoning, piercing, or slashing while active.
Skill Mode:
- Gain a bonus equal to Feature Level on all skill checks and saving throws(without those for Augmentation Backlash).
Augmentation Backlash:
- If an Augment Mode is active for more than 10 consecutive rounds, you must make a Constitution saving throw at the end of each additional round:
- DC = 30 − Feature Level + (# of rounds beyond 10).
- On a failure, you suffer Augmentation Backlash: Take 2d10 force damage and become stunned until the end of your next turn.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Parallel Flow[edit]
You learn to divide your mana flow, allowing you to maintain multiple bodily enhancements simultaneously — or reinforce a single function with layered intensity.
- You may maintain 1 more Mode per 2 Feature Levels.(Feature Level 2 = 2 active modes)
- Additionally, for every 2 Feature Levels, you may activate the same mode multiple times, stacking its effects.(Feature Level 2 = Up to 2 active modes, or Speed Mode ×2)
- Each active mode still costs 2 MP per round, so multi-mode usage drains faster(stacking is having the Speed Mode two times so is still 2 active modes).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Reflex Integration[edit]
Through intense practice and attunement, your body begins to respond to your will before you even fully decide.
- For every Feature Level you may activate 1 more mode as the same action.(max 5 modes at ones)
- Every 5 Feature Levels you can lower the action cost Action(0) → Bonus Action(1) → Reaction(2) → Free Action(3).
- For every lower action you can activate as many modes as you have Feature Level - 5*[The action type].
[At Level 5 → Can activate 1 mode as a Bonus Action and 5 as Action][At Level 10 → Can activate 1 mode as a Reaction and 5 as Action or Bonus Action]
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Combat Style[edit]
You imprint a permanent enhancement pattern into your mana flow, one that subtly alters your physical instincts, posture, and reflexes. This becomes your Combat Style — a foundational approach to battle that persists even without active Augment Modes.
Breaker Style
- You deal +1 damage with melee weapons per 2 Feature Levels.
- When you hit a creature with two Augment Modes active, they must succeed a Strength saving throw (DC = 10 + Feature Level) or be knocked back 5 ft.
Juggernaut Style
- Gain +1 AC per 2 Feature Levels while not wearing heavy armor.
- When you use an Augment Mode that enhances defense, you gain temporary HP equal to your Feature Level (once per short rest).
Striker Style
- When you hit a creature with a melee weapon, your movement speed increases by 5 ft per 2 Feature Levels until the end of your turn.
- You can make an unarmed strike as a bonus action after taking the Attack action (once per turn for every 10 Feature Levels).
Precision Style
- Gain +1 bonus to initiative per 2 Feature Levels.
- Once per turn, add your Proficiency Bonus to a weapon attack roll or Dexterity saving throw an additional time.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Elemental Augments[edit]
The elements you were born attuned to may now be used as elemental mods.
- You must have the corresponding elemental affinity.
- You may activate one elemental mod at a time as an action, sustaining it by spending 3 MP per round.
- All Mods scale with this Feature Level(1-20lvl).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Elemental Augments Extension[edit]
The deviant elements you can use you may now attune and used as elemental mods.
- You must meet the prerequisites for corresponding elemental affinity.
- You may activate one elemental mod at a time as an action, sustaining it by spending 3 MP per round.
- All Mods scale with this Feature Level(1-20lvl).
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Partial Activation[edit]
You may now partially activate an Elemental Mod end of your next turn as a reaction or bonus action without fully committing your core. This costs 1 MP and does not count against your active Elemental Mod.
- You may use one partial activation per turn.
- You may only use the Mod’s passive or one minor effect — not its full set.
- You may still maintain a full Elemental Mod simultaneously.
- You use the Feature Level of the Elemental Augments Extension or Elemental Augments for the activated ability (Fire you use the Elemental Augments for Ice you use the Elemental Augments Extension).
- You may do this as many times as you have Feature Level.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Extra Attack[edit]
Beginning at Light Silver Stage, you can attack 1 more time per 4 Feature Level, instead of once, whenever you take the Attack action on your turn.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
Zero Point Pulse[edit]
You’ve reached the end of your path — and from the brink of collapse, you draw unmatched power.
- When you are reduced to 0 MP, you may immediately trigger a Zero Point Pulse.
- Choose one of your Signature Spells — it is cast automatically, affecting all creatures within 10 ft per Feature Level of you.
- You then regain MP equal to your Feature Level × 2.
- All active Augment Modes and Elemental Mods remain active for 1 turn per 2 Feature Level at no MP cost.
- This can occur once per long rest, and only if your MP hits 0 naturally.
XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).
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