Eclipses (5e Class)

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Eclipsesr[edit]

An Eclipses is a specialist in vicularizing the divine forces of the stars at will.

Blessed by the Eclipses, it is a versatile class that serves as a healer or source of damage under the right conditions.

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.

Class Features

As a Eclipsemancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Eclipsemancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Eclipsemancer level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: Herbalism Kit, or Alchemy kit.
Saving Throws: Constitution, Wisdom
Skills: 4 of your choice between Arcana, History, Insight, Medicine, Nature, and Religion

Equipment

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
  • grimoire of Eclipses
  • If you are using starting wealth, you have 2d4x8 gold pieces in funds.

Table: The Eclipsemancer

Level Proficiency
Bonus
Features Cantrips Known Spells Know —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 1 2
2nd +2 Bless of the tireless 2 2 3
3rd +2 3 3 4 2
4th +2 Ability Score Improvement 3 4 4 3
5th +3 4 5 4 3 2
6th +3 Rituals of the Eclipses 4 6 4 3 3
7th +3 4 6 4 3 3 1
8th +3 Ability Score Improvement 4 8 4 3 3 2
9th +4 4 8 4 3 3 3 1
10th +4 Aura of Eclipses 5 10 4 3 3 3 2
11th +4 5 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 12 4 3 3 3 2 1 1
14th +5 Astral Conextion 5 14 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 15 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Avatar of the Eclipses 6 16 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 17 4 3 3 3 3 2 1 1 1
20th +6 Final Eclipse 7 18 4 3 3 3 3 2 2 1 1


Spellcasting[edit]

Somehow, one way or another, you found yourself on the center of the life force that represent the Eclipses, you have obtained a power only you can wield.

Cantrips[edit]

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 Eclipses table and you always must know the same amount for each class.

Spell Slots[edit]

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 and half when you finish shot rest.

Spells Known of 1st Level and Higher[edit]

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.

Spellcasting Ability[edit]

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 Eclipses 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

Spellcasting Focus[edit]

You can use an grimoire as a spellcasting focus for your Eclipses spells.

Bless of the tireless[edit]

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.

You gain these bonus effects while asleep:

During Day or under the sunlight you can immediately awake if something fails a 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[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. As normal, you can't increase an ability score above 20 using this feature.

Rituals of the Eclipses[edit]

At 6th level you can the power of Eclipses, you cast an spell as a bonus action.

Aura of Eclipses[edit]

At 10th level you can cover yourself with the Veil of Eclipses.

As an action you can create a temporary Veil on yourself that imitates the effect of the Eclipses only on yourself. This Veil lasts one minute and you can use this feature a number of times equal to your Wisdom (min 1) between long rests. you can add your Wisdom modifier to your AC.

Astral Eclipses[edit]

At 14th your connection with the Eclipses are so strong that you gain this effects:

you gain resistance to Fire and Radiant damage, and whenever you heal other target as a bonus action you can also heal yourself for the same amount. 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 Eclipses[edit]

At 18th level you become the literal avatar of the Eclipses.

Once per month as an action you can enter a God-like state depending of the presence of the Eclipses, for this your Veil doesn't count.

1-Gain an aura that heals you and up to 5 other creatures you can see the amount of HP equal to your Wisdom modifier (Minimum 1) 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-Gain an aura that deals Necrotic damage equal to your Wisdom modifier (Minimum 1) on up to 6 creatures you can see.

6-Become immune to Ice and Necrotic damage.

7-Can Blink to any Shadow in 35ft as a bonus action.

8-Become invisible, and only creatures with True Vision can see you.

9-Can cast the Lvl 10 Spell "The Darkest Red Night" once

This transformation last 1 minute, and you drop to 1 HP when it is over.


Final Eclipse[edit]

At level 20th you have reached you maximum potential, and now as an action you can enter the ultimate form. During an Eclipse as an action you can transform into the Avatar of the Eclipse. as well as:

-You regain all your spell slots as 9th level slots.

This transformation lasts for 1 minute, and you drop to 1 HP when it is over.

Also, you can use all your spells slots to cast an Eclipse as a full turn action that lasts 1 hour, but you will die at the end of it if you transformed into the Eclipse Avatar.

10th Level Spell[edit]

10th Level Spell, The Darkest Red Night (V/S) 1 Action. You invoke the power of the Eclipses. 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. 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 Dark.

Multiclassing[edit]

You need a Wisdom of 15 to Multiclass and you gain proficiency on Wisdom Saving Throws when you do so.

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