Eclipsemancer (5e Class)
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An Eclipsemancer is a specialist in vicularizing the divine forces of the stars at will.
Blessed by the Sun and the Moon is a versatile class that serves as a healer or source of damage under the right conditions.
Light and Darkness
Creating a Eclipsemancer
- Quick Build
You can make a Eclipsemancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Third, choose Quarterstaff, Herbalism Kit, and Priest's Pack.
As a Eclipsemancer you gain the following class features.
- Hit Points
Weapons: simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: 3 of your choice between Arcana, History, Insight, Medicine, Nature, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or or (b) 2 Daggers
- (a) Priest's Pack or or (b) Scholar's Pack
- Herbalism Kit
- If you are using starting wealth, you have 4d4x10 gold pieces in funds.
|Features||Cantrips Known||Spells Know||—Spell Slots per Spell Level—|
|1st||+2||Sun and Moon||4||4||2||—||—||—||—||—||—||—||—|
|2nd||+2||Bless of the tireless||4||4||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||6||4||3||—||—||—||—||—||—||—|
|6th||+3||Rituals of the Sun and Moon||6||8||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||6||10||4||3||3||2||—||—||—||—||—|
|10th||+4||Veil of Sun and Moon||6||12||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||8||14||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||10||18||4||3||3||3||2||1||1||1||—|
|18th||+6||Avatar of the Sun and Moon||10||20||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||10||20||4||3||3||3||3||2||1||1||1|
Sun and Moon
The Sun is your deity and the Moon is your Patron, you have the power of both but only one at the time.
During Day or under the sunlight you gain a number of hit points at the start of each turn equal to your Eclipsemancer level, and you may roll a number of additional dice equal to half of the spell's level, rounded down, when healing with magic. You also gain access to your Cleric spell list but can only cast these spell under the condition above.
During Night or under Moonlight and Darkness effects you deal additional damage equal to your Eclipsemancer level when attacking and casting magic, and gain a bonus to hit equal to half of the spell's level, rounded up, when casting magic. Otherwise, you gain a bonus to attack rolls equal to your proficiency bonus. You gain access to your Warlock spell list but can only cast these spell under the condition above.
Somehow, one way or another, you found yourself on the center of the life force that represent the Sun and Moon, you have obtained a power only you can wield.
At 1st level, you know two cantrips of your choice from the Cleric spell list and two from Warlock spell lists. You learn additional Cleric and Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the monochromancer table and you always must know the same amount for each class.
The Eclipsemancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Eclipsemancer spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the Cleric spell list and two from Warlock spell lists. The Spells Known column of the Eclipsemancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots. You always have to know the same amount of spell of each list.
Wisdom is your spellcasting ability for your Eclipsemancer spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Eclipsemancer spell you cast and when making an attack roll with one:
- Spell save DC = 8 + your proficiency modifier + your Wisdom modifier
- Spell attack modifier = your proficiency modifier + your Wisdom modifier
You can use an arcane focus or holy symbol as a spellcasting focus for your Eclipsemancer spells.
Bless of the tireless
When you reach level 2 You gain expertise on Perception and Darkvision, and as you are one with the forces of Sun and Moon you can always sleep no matter what time of the day is and you don't feel tired if you don't sleep, however you still need to sleep.
Also you gain this bonus effects while asleep:
During Day or under the sunlight you can immediately awake if something fail an stealth check against your passive perception.
During Night or under Moonlight and Darkness effects you are invisible to normal and Dark Vision.
Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.
Rituals of the Sun and Moon
At 6th level you can channel the power of Sun and Moon to Bless or Curse your target.
During Day or under the sunlight whenever you cast an spell as a bonus action you can choose to bless the target with one of theses effects:
-Resistance to Fire or Radiant Damage for one minute.
-Advantage on the Saving Throw of your choice for one minute.
-Temporal Hit Points of Sun
During Night or under Moonlight and Darkness effects whenever you cast an spell as a bonus action you can choose to curse the target with one of theses effects:
-Vulnerability to Ice or Necrotic damage for one minute.
-Disadvantage on the Saving Throw of your choice for one minute.
-It suffers you Moon Damage.
The same target can't have more than once Bless or Curse and the same time and you can use this feature a number of times equal to your proficiency bonus between long rest.
Veil of Sun and Moon
At 10th level you can cover yourself with the Veil of Sun or the Moon.
As an action you can create a temporal Veil on yourself that imitates the effect of the Sun or the Moon only on yourself. This Veil last one minute and you can use this feature a number of times equal to your Wisdom (min 1) between long rests.
Also you can add your Wisdom to your AC.
At 14th your connection with the Sun and Moon are so strong that you gain this effects:
During Day or under the sunlight you gain resistance to Fire and Radiant damage and also whenever you heal other target as a bonus action you can heal yourself for the Sun amount.
During Night or under Moonlight and Darkness effects your Ice and Necrotic spells overcome immunity and resistances of the target and as a bonus action whenever you cast an spell you can blink up to a distance of 10 feet.
Avatar of the Sun and Moon
At 18th level you become the literal avatar of the Sun and Moon.
Once per month as an action you can enter in a God-like state depending of the presence of the Sun and Moon, for this your Veil doesn't count as the presence of it.
During Day or under the sunlight you:
1-An aura that heals you up to 5 other creatures you can see Wisdom (Minimum 1) HP at the start of your turn and when you transform.
2-Become immune to Fire and Radiant Damage.
3-Can fly up to a speed of 35 ft.
4-Gain True Vision.
5-Can cast once the Lvl 10 Spell "The brightest day"
During Night or under Moonlight and Darkness effects
1-An aura that deals Wisdom (Minimum 1) Necrotic damage up to 6 creatures you can see.
2-Become immune to Ice and Necrotic damage.
3-Can Blink to any Shadow in 35ft as a bonus action.
4-Become invisible and only creatures with True Vision can see you.
5-Can cast once the Lvl 10 Spell "The Darkest Night"
This transformation last 1 minute and get to 1 HP when is over.
At level 20th you reached you maximum potential and now as an action you can enter in the ultimate form. In a Eclipse as an action you can transform in the Avatar of the Eclipse, while you are in this form you gain the effects of the Avatar of the Sun and Avatar of the Moon at the same time and also these:
-You regain all your spells slots as 9th spells slots.
This transformation last 1 minute and get to 1 HP when is over.
Also, you can use all your spells slots to cast an Eclipse as a full turn action and it last 1 hour, but you will die at the end of it if you transformed into the Eclipse Avatar.
10th Level Spell
The brightest day (V/S) 1 Action.
You invoke the power of the Sun. You heal 20d10 to all creatures of your choice that you can see and they gain the 2nd, 3th and 4th feature or your transformation.
The Darkest Night (V/S)
You invoke the power of the Moon. You deal 40d10 Necrotic damage to all creatures of your choice that you can see and if they cannot die or take damage they are sealed for 100 years in an Unbreakable Dark Ice.
You need a Wisdom of 15 to Multiclass and you gain proficency on Wisdom Saving Throws when you do so.