Estranged (5e Class)

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The Estranged Pathway[edit]

Explorers of the Cosmos[edit]

In the shadowy corners of existence where the weave of reality comes undone, there dwell entities of incomprehensible essence and mind-bending forms, a spectacle of the bizarre and otherworldly that few dare to explore. As an Estranged, you have willingly ventured into these unfathomable realms, forging an unsettling yet empowering bond with the cosmic oddities that reside therein. The genesis of your path might have been an accidental glimpse into the chaos that lies beyond the veil, a deliberate pursuit of forbidden knowledge, or perhaps an inheritance of a lineage touched by the eerie hand of the cosmos.

Embarking on this journey isn’t a path taken lightly; it entails venturing into the depths of the unknown, risking sanity and soul in the pursuit of power and understanding that transcends the mortal coil. Your motives might be as diverse as the strange entities you commune with - a relentless thirst for forbidden knowledge, an altruistic desire to shield the mundane world from the malevolent forces lurking in the cosmic shadows, or perhaps a darker inclination towards harnessing the chaos for your enigmatic ends.

As an Estranged, you become a vessel of the bizarre and the arcane, manipulating the very fabric of existence with a newfound, albeit strange, dexterity. Prepare to walk the thin line between genius and madness, as you delve deeper into your role as an intermediary between your world and the eldritch entities that now grant you their strange blessings. Your journey is set to be one of peril, wonder, and possibly transcendence, as you forge your destiny in the image of the cosmic enigma that you have now embraced.


Quick Build

You can make a Estranged quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a The Estranged you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, shields
Weapons: Simple
Tools: 1 tool proficiency of your choice
Saving Throws: cha, con
Skills: any two skills

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) component pouch or (b) arcane focus
  • (a) scholar’s pack or (b) priest’s pack
  • (a) leather armor or (b) shield

Table: The The Estranged

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting , Eldritch Connection , Strange Insights 2
2nd +2 Eldritch Sensitivity 3
3rd +2 Estrangement Progression , Subclass Feature 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Aspect Shifting 4 3 2
6th +3 Subclass Feature 4 3 3
7th +3 Reality Fracture 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Liminal Grasp 4 3 3 3 1
10th +4 Subclass Feature 4 3 3 3 2
11th +4 Cosmic Ripple 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 Symbiotic Resurgence 4 3 3 3 2 1 1
14th +5 Subclass Feature 4 3 3 3 2 1 1
15th +5 Flawless Deception 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Subclass Feature 4 3 3 3 2 1 1 1 1
18th +6 Eternal Wanderer 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Diving Unbecoming 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you tap into the aetheric energies that flow through the cosmos, granting you the ability to manipulate the fabric of reality itself. As you progress in your mastery of aetheric symbiosis, you gain access to powerful spells that allow you to reshape the world around you.

Cantrips

You know two cantrips of your choice from the Aetheric Symbiosis spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Aetheric Symbiosis table.

Preparing and Casting Spells

The Estranged table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

You prepare the list of Estranged spells that are available for you to cast, choosing from the Estranged spell list. When you do so, choose a number of spells equal to twice your Charisma modifier + your Estranged level. The spells must be of a level for which you have spell slots.

Spellcasting Ability Modifier

Charisma is your spellcasting ability for your Estranged spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Aetheric Symbiosis spell you cast and when making an attack roll with one.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Estranged spells.

Eldritch Connection[edit]

At 1st level, your being has become a beacon for the strange and inexplicable forces that govern the cosmos. This connection grants you a deeper understanding of the threads that weave the tapestry of reality, allowing you to tap into the chaos and mysteries of the universe in a way few can fathom.

Through this connection, you acquire the following benefits:

  • Cosmic Awareness: Your senses have become keen to the undulating rhythms of the universe, granting you proficiency in two of the following skills: Arcana, History, Insight, or Religion. You’re able to glimpse past the mundane and into the very essence of existence, granting you insight into the world’s deep-seated mysteries.
  • Mysterious Resilience: The ongoing exposure to otherworldly energies has reinforced your resilience against the vagaries of magic and the unknown. You gain a +1 bonus to your AC and saving throws against spells and other magical effects, representing a sort of cosmic shielding bestowed upon you by your enigmatic allies.
  • Astral Augury: Your connection to the bizarre entities grants you the ability to foresee certain threads of the immediate future. You can cast the “augury” spell once per day as an action without requiring a spell slot. This ability allows you to glimpse the potential outcomes of a specific course of action, a gift from the entities you commune with, who share whispers of fate and consequence with you.

Strange Insights[edit]

At 1st level, your profound connection to the strange and otherworldly forces grants you peculiar insights that set you apart from others. This connection unveils itself in the following ways:

  • Bizarre Perception: Your senses are finely tuned to detect the unseen and the hidden, allowing you a glimpse into the lesser-known corners of your surroundings. You have an advantage on Perception and Investigation checks when it comes to unveiling hidden objects, secret doors, or seeing through illusions.
  • Otherworldly Insight: Through a special ritual that lasts for about a minute, you channel the surreal energies to gain knowledge on a particular subject. Once per long rest, you can ask the DM a question regarding a person, place, or object within your sight. The DM will provide a cryptic, yet truthful, answer, hinting at mysteries not commonly perceived.
  • Eerie Empathy: Your affinity with the bizarre also extends to understanding the quirks and oddities in others. This grants you an edge in discerning underlying intentions or hidden truths. You gain advantage on Insight checks to fathom a creature's true intentions or uncover concealed truths. Moreover, twice per long rest, during a social interaction, you can use your action to attempt a subtle influence over a person, providing you a bonus to a subsequent Persuasion or Deception check equal to your Charisma modifier (minimum of 1).

Eldritch Sensitivity[edit]

At 2nd level, you develop a heightened sensitivity to the energies that pervade the cosmos. As an action, you can sense magical auras and are capable of determining the school of magic from these auras. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. This feature otherwise functions like the Detect Magic spell.

Subclass Feature[edit]

At 3rd level, you chose a discipline. Choose between those detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th

Estrangement Progression[edit]

As you level up in this class, you give up aspects of your humanity, becoming more and more estranged from regular people. At 3rd level, and again at 6th, 9th, 12th, 15th, and 18th levels, you must choose one of the estrangements from the list below. Once you have chosen an estrangement, you cannot change it.

  • Temporal Dislocation: You perceive time in a non-linear, fragmented manner. This grants you advantage on saving throws against effects that would age you or manipulate time, but you find it difficult to keep track of time, sometimes losing yourself in strange trances where past, present, and future blur.
  • Forsaken Speech: You begin to perceive language as more than just spoken words. You gain the ability to communicate telepathically with any creature within a 300 feet radius. Whenever you speak without using telepathy, you must make a DC 16 Charisma save or every creature within a 15-feet radius (including you) takes 4d10 psychic damage. You have the option to fail this save intentionally if you wish.
  • Dreamer's Mind: Your dreamscape becomes a tangible place, with its geography and inhabitants. It can be explored and secrets can be unearthed from it. However, you must sleep for 10 hours a day, or dark visions invade your mind, tormenting you.
  • Distorted Empathy: You can sense the strongest emotion of a person you touch, giving you an uncanny insight into their current emotional state. However, you must succeed on a DC 15 Charisma save, or you uncontrollably take on that emotion, affecting your actions and decisions until you manage to calm down.
  • Astral Sensitive: You grow a third eye on your forehead, which can be opened to view into the Astral Plane. This eye allows glimpses into that mysterious realm, providing both its dangers and benefits. It is up to you to tread carefully when using this ability.
  • Sensory Overload: Your senses have become exceedingly sharp, granting you expertise in Perception checks. However, in noisy environments, as determined by the DM, you suffer as though you have two levels of exhaustion, making it difficult for you to concentrate or act normally.
  • Unearthly Eating Habits: Your diet becomes exceedingly bizarre, consisting of things others might find distressing or incomprehensible. You gain expertise in Constitution saving throws and gain the benefits of the Tough feat. However, acquiring suitable meals might prove to be a challenge, requiring you to work closely with your DM to determine your new dietary habits.
  • Levitational Fluctuations: You gain the ability to cast the Levitate spell at will, but sometimes (as determined by the DM) the spell is cast on you involuntarily, and you have no control over your movement. This is often the work of malevolent spirits who are hell-bent on causing chaos and disrupting your journey. It can sometimes be a serious issue, especially in tense situations.

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.

Aspect Shifting[edit]

At 5th level, in an exploration of the uncanny and the bizarre, those who walk the Estranged path unveil the mystical art known as "Aspect Shifting". These peculiar mages wield the power to manipulate the very fabric of existence, reshaping and transmuting the intrinsic properties of objects and beings within their vicinity. With a mere touch or gesture, they can alter the hardness of armor, the very ground on which foes stand, or even the gravity governing a particular area. These abilities reflect the mage's growing understanding of the world's more enigmatic and strange corners. Through this feature, you can use the following abilities a number of times equal to your Charisma modifier, replenished upon completing a long rest:

  • Liquified Earth Manifestation: With a whimsical flourish, you warp the reality of the ground within a 30-foot radius, transforming it into a pulsating, fleshy and grotesque mimicry of quicksand. The ground comes alive, grasping and gnawing at those who dare to traverse it, leaving them ensnared and wounded amidst the gnashing terrains. Creatures caught in this area experience the sensation of flesh and ground melding, becoming difficult terrain that deals 2d6 piercing damage at the start of their turn, as the ground seems to bite and claw at them. You can designate a number of creatures up to your Charisma modifier to remain unaffected, standing as islands of sanity in a sea of chaos. This gruesome transformation lasts for 1 minute and can be invoked once per long rest.
  • Armament Devolution: In a perverse display of power, you reach out to touch a piece of armor or a shield, causing it to regress into a primordial state. It squirms and softens, adopting the texture and resilience of wet cloth, leaving the wearer exposed and vulnerable. The target must make a Constitution saving throw against your spell save DC or see their AC reduced to 12 plus their Dexterity modifier for 1 minute. This ability cannot affect creatures that are not adorned in armor. Utilize this ability a number of times equal to your Charisma modifier, refreshing after a long rest.
  • Essence Distortion: You extend a finger, suffused with the eerie power to rewrite the very fabric of a being's essence. The targeted creature has to succeed on a Constitution saving throw against your spell save DC or witness one of their ability scores (except Constitution) either swell or diminish by 2 for a duration of 1 minute. The creature can attempt a new saving throw at the end of each of its turns, breaking free from the bizarre alterations on a success. This ability can be harnessed once per short or long rest.
  • Mists of Madness: You conjure a 20-foot radius of shifting, whispering mists that swirl with incomprehensible murmurs and screams at a point you choose within 60 feet. The mists claw and gnaw at the sanity of those within, exposing them to glimpses of eldritch horrors that exist beyond the veil of reality. Every creature that starts its turn within this area or enters it during its turn must make a Wisdom saving throw against your spell save DC, or suffer 2d8 psychic damage and become incapacitated until the start of their next turn, their minds overloaded with incomprehensible horrors. You can select a number of creatures up to your Charisma modifier to stand unaffected amidst the insanity. This disturbing mist persists for 1 minute or until dismissed as a bonus action, ready to be summoned once after a long rest.
  • Reality Flux: With a cryptic gesture, you invoke a 15-foot radius sphere of fluctuating reality at a point within 60 feet. This sphere is a blister in the fabric of reality, where the natural laws bend and warp in inexplicable ways. This strange flux lasts for 1 minute or until you end it as a bonus action. Every round, you roll a d6 to determine the bizarre phenomena affecting this area:
  1. Gravity Reversal: Gravity within the area suddenly inverts, causing creatures to fall upwards towards a ceiling or an invisible barrier 15 feet above the ground, where they hang suspended and prone until the end of your next turn.
  2. Time Dilation: Time stutters and stretches erratically, halving the movement speed of creatures within as moments loop and drag on.
  3. Spatial Warping: Space folds in on itself, causing ranged attacks targeting creatures within the area to suffer from bizarre deflections, imposing disadvantage on the rolls.
  4. Light Distortion: Light bends and refracts in strange patterns, granting creatures within the area half cover as their forms blur and shift.
  5. Whispering Echoes: A cacophony of disjointed whispers flood the minds of those in the area, imposing disadvantage on Wisdom saving throws as reality seems to slip away.
  6. Stabilizing Moment: For a brief moment, reality reasserts itself, granting a reprieve from the chaos before potentially spiraling once more.

Reality Fracture[edit]

At level seven you are in tune with primal fears that lurk in every corner of existence. Using this bond, you can invoke various fears to fracture reality around you. As a bonus action, you can invoke one of the primal fears listed below. You can use this feature a number of times equal to your Charisma modifier per long rest. Each primal fear has an instant effect and a prolonged effect. You can use either the instant or the prolonged effect when you invoke a primal fear.

1. The Darkness - Shadow Whisper

  - Instant (Bonus Action): A target creature within 30 feet must make an Intelligence saving throw. On a failure, their mind is swept into darkness, giving them the frightened condition and disadvantage on their next saving throw. This lasts until the end of their next turn.
  - Prolonged (Bonus Action): Create a 20-foot radius zone of oppressive shadow for 1 minute. Within this zone, all creatures have disadvantage on Wisdom and Constitution checks, unknowingly affected by the unseen horrors in the darkness.

2. The Weird - Reality Quiver

  - Instant (Bonus Action): As a bonus action, cast a free version of the Immovable Object spell that doesn't require concentration or shift an object, including a held magical item (but not worn), to the ethereal plane until the start of your next turn.
  - Prolonged (Bonus Action): Create a 30-foot radius zone where the fabric of reality is thin for 1 minute. Any creature who casts a spell within this area must roll on the Wild Magic Surge table. You, as the caster, can roll twice and choose the preferred outcome.

3. The Uninvited - Brief Encounter

  - Instant (Bonus Action): Immerse a target creature within 30 feet in a brief, horrifying encounter in a bizarre realm, forcing a Wisdom saving throw. On a failure, they suffer (player's level) x d10 psychic damage and incur short-term madness, lasting up to a minute with saves to end it at the end of each of their turns.
  - Prolonged (Bonus Action): Engage in a twisted negotiation with an entity from beyond, allowing you to ask three questions and receive truthful answers, but you must also truthfully answer three questions posed to you.

4. The Perverse - Flesh Twitch

  - Instant (Bonus Action): Warp the flesh of a target creature within 20 feet, choosing one of the mutations below which lasts for 1 minute:
    - Limbs Twist: Target gains an extra attack but their speed becomes zero.
    - Boneless Body: Target becomes resistant to all damage but has disadvantage on all ability checks and attack rolls involving Strength or Dexterity.
    - Distended Jaw: Target gains a bite attack that deals 5d8 damage but falls under the effects of a silence spell, needing to roll at the start of each of their turns to end it.
    - Eyes Multiply: Target gains advantage on Perception checks but has a disadvantage on saving throws against illusions due to the overwhelming visual input.
  - Prolonged (Bonus Action): Create a 15-foot radius zone where the boundaries between flesh and surroundings blur for 1 minute. Creatures within this zone must make a Constitution saving throw or begin to merge with the environment, becoming restrained as flesh and flora intertwine in a grotesque dance. Creatures can make a new save at the end of each of their turns to end this effect.

5. The Cosmic - Cosmic Whisper

  - Instant (Bonus Action): Bestow the effects of the foresight spell on any creature until the end of their next turn, allowing glimpses into immediate futures.
  - Prolonged (Bonus Action): Grant a creature within 30 feet truesight for 10 minutes, potentially causing psychic damage if they perceive an entity normally beyond their sight.

6. The Returned - Echoes of the Once-Lived

  - Instant (Bonus Action): Cast a variant of the Legend Lore spell, allowing you to gain deep insights into a person, place, or object in front of you, with the caveat that probing deeper into the mysteries can sometimes extract a personal toll or danger.
  - Prolonged (Bonus Action): Generate a 30-foot radius zone where whispers of past lives flood the area for 1 minute. Creatures in the zone must make an Intelligence saving throw at the start of their turns or become confused, inundated with images from other existences. They can attempt a new saving throw at the start of each turn to shake off the confusion.

7. The Endless

  - Instant (Reaction): Force a reroll on any witnessed roll, with the option to do this up to three times but at the cost of taking damage equal to your level for each subsequent use.
  - Prolonged (Bonus Action): Establish a 30-foot radius where time loops bizarrely for 1 minute. Creatures must make a saving throw at the start of their turn or be forced to repeat their last action, though they can use a reaction to succeed automatically.

8. The Void - Void Touch

  - Instant (Free Extra Reaction): As an extra reaction that doesn't consume your normal reaction, cast a free Silvery Barbs or Counterspell, manipulating the void to thwart or alter magical effects momentarily.
  - Prolonged (Bonus Action): Erect a 15-foot radius zone imbued with void energy for 1 minute. Nobody can exit, and all within, including allies, must make a Wisdom saving throw at the start of each turn or be blinded, the void creating a primal darkness that engulfs all sight

Liminal Grasp[edit]

As a master of the Estranged path at 9th level, you gain the ability to briefly meld the barriers between the conceivable and the inconceivable, reaching into the fantastical realms that fringe our reality to bring forth elements of the bizarre and wondrous into the mundane world. This feature has two primary uses:

  • Conjuration of the Mundane: With a mere thought and a subtle gesture, you can temporarily bring any common item you have previously encountered into existence. Whether it be a key you've seen once, a familiar tool, or a simple piece of furniture, you can conjure it from the chaotic energies that surround you. This item remains in existence for 10 minutes before it unravels, returning to the surreal spaces it was drawn from. This aspect of the ability allows for creative solutions to problems and unexpected aids in various situations.
  • Whispering Shadows: Your connection to the beyond also grants you a unique form of communication. You can cast the 'Sending' spell at will, channeling your message through the strange entities that dwell in the spaces between worlds. These entities convey your message to its destination, a whispering echo in the recipient's mind, a testament to your growing mastery over the fabric of reality.

Each utilization of this feature carries a strange and surreal aura, an ever-present reminder of your ties to the worlds beyond the known, where the lines between the real and the unreal blur, and where the estranged mage finds their power and purpose. The limitations of this path are bound only by your imagination, as you weave the fabric of reality to suit your needs, embodying the essence of the truly estranged.

Cosmic Ripple[edit]

At level 11, you've cultivated an unsettling knack for causing subtle ripples in the very fabric of reality, a skill that can be exploited both in combat and in nuanced social situations. Once a creature manages to succeed on the saving throw, they gain a 24-hour immunity to this feature, protecting them from repeated distortions in their reality. You may utilize this ability a number of times equivalent to your Charisma modifier, rejuvenating all used instances upon completion of a long rest.

  • As an action, you can select a target within 60 feet to experience a bewildering distortion in their perception of the world. In combat, this manifests as a mind-bending illusion that snags the senses of your adversary, forcing them to make a Wisdom saving throw against your spell save DC. A failure leaves them stunned until the end of their next turn, grappling with the surreal and shifting terrain you've cast upon their mind's eye.
  • In social arenas, your manipulation of reality turns into a potent charm, one that even bypasses immunities to such effects. With a mere thought, you can cast a ripple that alters a person's perception of you. This requires them to make a Wisdom saving throw against your spell save DC, a failure meaning they view you in an incredibly favorable light, for a duration of one minute. Please note, you can only leverage this charm outside of combat and the charmed individual remains unaware of your influence.

Symbiotic Resurgence[edit]

At level 13 you delve deeper into your studies, and start tapping into the raw energies that flow around you, forming a kind of mutual benefit with the arcane forces in your surroundings. This new connection allows you to harness extra vitality from your spells and potentially request aid from beings from other planes:

  • Vital Transfusion: When you cast a spell, a fraction of the energy used circulates back into the surroundings, fostering a form of restoration. You can channel this backflow of energy to heal individuals nearby. You can distribute healing equal to XD10, where X is the level of the spell slot used, to any individuals within a 30ft radius of you.
  • Planar Assistance: As your understanding of the arcane deepens, you gain the ability to reach out to entities from different planes of existence, seeking their assistance in various matters. You can cast the spell Planar Ally once per day without using a spell slot. However, tread carefully when using this ability, as the entities summoned may have their own agendas and demands, potentially bringing unforeseen complications. It's a powerful tool, but one that needs to be wielded with caution and respect for the beings you are interacting with.

Flawless Deception[edit]

At 15th level, in the journey down the estranged path, you've developed an uncanny knack for manipulation and safeguarding your mind, becoming a master of deception. Your adeptness at crafting illusions and bending reality to your will makes you a formidable force in both social and combat situations.

  • Mind Fortress: Your mind has become an impenetrable fortress, constantly shielded by the effects of the Mind Blank spell, preventing any external force from prying into your thoughts or influencing your mental state.
  • Silvered Tongue: Your eloquence and guile have been fine-tuned to perfection, always under the effects of the Glibness spell. This mastery enables you to weave convoluted webs of lies seamlessly, with even the most discerning individuals finding it nearly impossible to differentiate your falsehoods from reality.
  • Master Illusionist: Your command over illusions has reached a phenomenal level. You can cast Major Image at will, manipulating the illusory scenery with almost real-time responsiveness, adapting and morphing the imagery at the start of each of your turns as a free action. This allows for a dynamic and ever-changing canvas that reacts almost symbiotically with your imaginative commands.

Eternal Wanderer[edit]

At 18th level, you have transcended the bounds of human existence, distancing yourself from the material world and wandering the cosmos. You’ve become a being not fully tethered to a single plane or moment, able to glimpse vistas of otherworldly splendors and horrors alike. A walker of the astral paths and witness to the mysteries of existence, you embody the essence of a Cosmic Traveler. Your journey through the bizarre and enigmatic paths of the multiverse has granted you strange and wondrous abilities.

  • Ethereal Drifter: Twice per short rest, you can use a reaction to shift into the ethereal plane until the start of your next turn, avoiding impending dangers or observing your surroundings undetected. You can also cast the Etherealness spell once per long rest without using a spell slot.
  • Astral Voyager: You can cast the Astral Projection spell at will, bypassing the need for material components, allowing you to explore the astral plane freely and at any time.
  • Watcher of Realms: Your experiences in traversing various planes have honed your insight and historical knowledge. You gain expertise in Intelligence (History) and Wisdom (Insight) checks. Moreover, when making these checks, you treat any roll of 9 or lower as a 10, ensuring a baseline of expertise in these domains.

Divine Unbecoming[edit]

You've transcended the limitations of mere mortals, becoming a beacon of celestial harmony amidst the chaos of existence. With your mastery over cosmic energies, you've shaped a sanctum that reflects your dominion over the multiverse itself. This ethereal domain not only bends to your will but holds the power to bind those who dare to tread its corridors.

Dimensional Shaper: You've reached the zenith of spatial manipulation. Creating your specialized demiplane, this sanctum obeys your desires, a canvas where you paint the reality you envision. A mirage arcane enshrouds this realm, transforming it at your will into whatever you desire, making it a bastion of power and an extension of your very essence.

Sanctum's Grasp: Once per long rest, as an action, you can force creatures you choose within 60 feet to make a Charisma saving throw (DC 25). On failure, they are drawn into your sanctum, unable to leave through teleportation or any other means until a minute has passed. During this time, your cosmic resonance offers you resistance to all damage, a testament to your unity with the cosmic forces that now bow to your command.

Lair Actions:

  • Altering Terrain: At initiative count 20 (losing all ties), you reshape the terrain within the demiplane in a 60-foot radius centered on a point you can see. This transformation lasts until you alter it again, providing strategic advantages during conflicts.
  • Temporal Flux: At initiative count 20 (losing all ties), you manipulate time within your demiplane. You can hasten or slow the passage of time for creatures within a 30-foot radius of a point you can see. Those affected gain or lose an additional bonus action on their turn, as per your choice. This effect lasts until your next lair action.
  • Tendrils of the Depths: Tentacles burst forth, attempting to restrain all within the demiplane and dealing 10d10 damage. A Dexterity saving throw halves the damage and prevents restraint.
  • Souls of the Forgotten: Long-lost souls erupt, casting either heal or harm on all creatures within the demiplane, based on a d20 roll for each. A roll of 10 or lower results in harm.
  • Forbidden Projection: You project a forbidden image into the minds of those within the demiplane, causing chosen creatures to roll a Wisdom saving throw. Failure results in 20d10 psychic damage and short-term madness, with subsequent attempts to break free at the end of each turn.
  • Peace of Mind: For the next round, no creature within the demiplane can harm another.

This grand culmination of your journey leaves no doubt about your mastery over the arcane, the cosmic, and the strange. Your very essence radiates the harmony of celestial forces, and your sanctum becomes a realm both wondrous and perilous, bound to your will alone.

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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