Nahobino (5e Class)

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Nahobino[edit]

Rise and Fall of the Nahobino[edit]

Eons ago, before there were humans as we know them now, there were the mighty Nahobino. The Nahobino were a race more like the gods than mortals. They wielded unimaginable power and lived in the land of paradise alongside the gods from which they were birthed. However, everything changed when the god of order seized the throne of creation. He reached out and took the divine knowledge from his fellow deities. This slowly caused them to devolve into nothing more than beastly demons. The god of order allowed the Nahobino to stay in paradise, so long as they did not eat the fruit of the tree he used to store the stolen knowledge. For a time, the Nahobino followed this sole rule, until a serpent came along and fooled them into eating the fruit. This made the god of order furious. He not only banished the Nahobino from paradise, but stripped them of their divine power, creating the first humans. From then on, humans have been evolving and learning, blissfully unware of their forgotten heritage. But there have been times where the stars have aligned and a Nahobino was reborn. By fusing with a divine spirit, humans can reawaken their power and evolve back into their former glory.

Forbidden Existence[edit]

The birth of a Nahobino is an ill omen. Being forbidden by the ruler of creation, a Nahobino coming into being is surely a sign of ruin. Whether they were the driving force or not, whatever destruction that befell the world was tied to them in some way. Strangely, the few Nahobino of the past all had vastly different goals and personalities. Some wanted to break the vicious cycle of their existence and save the world from whatever destruction loomed, while others wanted to embrace that tragedy. And then there are those who wanted to use the incoming danger to dethrone the god of order and reshape the world as they saw fit.

Regardless of their goals, Nahobino end up one of two ways. The spirit they fuse with becomes completely submissive and is only there to help their mortal host, or they will try to dominate their host and use them for their own gains. It is rare for a mortal and a spirit to be totally symbiotic, but when they do, they are undoubtedly the most capable and most powerful.

Creating a Nahobino[edit]

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The first Nahobino in millennia.
Quick Build

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

Class Features

As a Nahobino you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: none
Tools: Alchemist's or Jeweler's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from the following: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, Persuasion, and Religion

Equipment

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

  • Knowledge of an ruinous prophecy.
  • A mark of the covenant you made.
  • (a) Explorer's Pack or (b) a Scholar's Pack

Table: The Nahobino

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Form, Fatal Flaw 2 4 2
2nd +2 Ascension 2 5 3
3rd +2 Apotheosis 2 6 4 2
4th +2 Ability Score Improvement, Spiritual Versatility 3 7 4 3
5th +3 Critical Punishment 3 8 4 3 2
6th +3 Ascension Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement, Spiritual Versatility 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Essence Fusion 4 12 4 3 3 3 2
11th +4 4 14 4 3 3 3 2 1
12th +4 Ability Score Improvement, Spiritual Versatility 4 15 4 3 3 3 2 1
13th +5 4 15 4 3 3 3 2 1 1
14th +5 Ascension Feature 4 16 4 3 3 3 2 1 1
15th +5 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Spiritual Versatility 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 2 1 1 1 1
18th +6 Ascension Feature 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Spiritual Versatility 4 22 4 3 3 3 3 2 1 1 1
20th +6 Mortal Transcendence 4 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Fusing with a celestial spirit has empowered you with a mass pool of divine magic. You can draw upon this pool to fuel your Nahobino spells.

Cantrips

At 1st level, you know two cantrips of your choice from the Nahobino spell list. You learn additional Nahobino cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nahobino table.

Spell Slots

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

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Nahobino spell list.

The Spells Known column of the Nahobino table shows when you learn more Nahobino spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Nahobino spells you know and replace it with another spell from the Nahobino spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Nahobino spells, since the power of your magic relies on your ability to channel the same forces as the gods. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Nahobino spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Innate Casting

Your unique form allows you to use your own body as a focus for your Nahobino spells. You can still use a normal focus if you wish.

Ritual Casting

You can cast any Nahobino spell you know as a ritual if that spell has the ritual tag.

Divine Form[edit]

Your fusion has fundamentally changed your body. You have evolved far beyond that of what mortals have adapted to, becoming more god than mortal. This transformation grants you the following benefits at 1st level:

Spirit Blades

You can extend a blade of hardened light from your fingertips. This counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage and has the finesse property.

This becomes a magical weapon at 5th level.

God-Like Resilience

Your dexterous abilities combined with your overwhelming spirit makes you quite the tough target. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Fatal Flaw[edit]

You may wield incredible power, but there is one vital weakness that could prove your downfall: Your fusion is not perfect. Should you not maintain a good relationship with your celestial spirit, or a powerful enough entity forces it, your fusion may end. Should that happen, you take the following penalties until you re-fuse:

  • You lose all class features except Spellcasting.
  • You can only cast spells of 5th level or lower.
  • You require a focus for your spells.

Ascension[edit]

At 2nd level, you choose by which path you ascend to god-like power. Your choice grants you features when you choose it at 2nd level and again at 6th, 14th, and 18th level.

Apotheosis[edit]

The stream of divine magic flowing through your body allows you incorporate and mimic the magic of items. When you reach 3rd level, you can choose 1 melee weapon, 1 piece of armor, and 1 focus to mimic the effects of. When you do so, you must follow these stipulations:

  • When you mimic a weapon, any special effects are applied to your Spirit Blades. This does not include properties like Heavy, Two-Handed, or Reach. Your Spirit Blades maintain the Finesse property and nothing else.
  • Mimicking armor does not copy the AC or Stealth penalties, only the special effects.
  • You can only mimic one of each type of item at a time.
  • Mimicking an item takes up an attunement slot.
  • When you copy a magic item, all of its effects are negated until you copy a new one.

You can disperse or swap any of these mimicries with another at the end of a short or long rest.

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.

Spiritual Versatility[edit]

When you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's spellcasting feature with another cantrip from the Nahobino spell list, representing your ever evolving power.

Critical Punishment[edit]

At 5th level, landing a critical strike allows you to follow up and rain down continuous ruin. When you land a critical hit on your turn, you may take an extra action. This can only occur once per turn.

Essence Fusion[edit]

When you reach 10th level, you can take on the power of your fallen foes. When a creature dies within 30ft of you, you can use your reaction to capture their essence. When you do this, their essence is stored until you finish a long rest and absorb its power. After you absorb an essence, you gain the following benefits:

  • You learn any languages the creature knew.
  • You gain any damage resistances, immunities, and vulnerabilities the creature had.
  • If the creature had any form of Spellcasting, you can choose a number of their available spells equal to your Wisdom modifier to add to your known spells. They do not count against the total number of spells you can know, and you can only cast them if you have the appropriate level spell slots and must expends spell slots as normal.
  • If the creature had a Recharge ability, you can only use it once per long rest, it must be some kind of attack (Breath Weapon, Mind Blast, etc.) and you only deal half of the listed damage. If the creature had multiple, you must choose one.

In addition to these benefits, this ability must adhere to the following rules:

  • You can only store one essence at a time. If you wish to have another, you must swap it with the one you want.
  • You can only have one essence absorbed at a time and lose all benefits of the previous when you absorb another.
  • You can only store and absorb essences of creatures who's CR is equal to or less than your level.
  • When you absorb an essence, you do not gain any of its Actions, Legendary Actions, or unique traits (Flame Body, Confusing Gaze, Regeneration, etc.).
  • If you use an absorbed ability that has a listed DC, it instead uses your Spell Save DC.

Mortal Transcendence[edit]

Your journeys have lead you far and wide. You have experienced wonder and tragedy all around, and have been pushed to your very limit. But now, nothing can stand in your way. Break the chains of mortality and ascend to the heavens. At 20th level, you can transform into a Planetar as an action. This transformation lasts for 1 minute and functions as if you were under the effects of the Shapechange spell. If your Hit Points are reduced to 0 while in this form, any excess damage is carried over and dealt to your original form. You can use this feature once per long rest.

Additionally, your creature type is now celestial.

Path of the Amalgamate[edit]

There have been far too many leaders to count were pathetic without their bodyguards. You refuse to the let be the case, but you need sacrifices. On your own, there is only so much you can attain, so the might of others is quite tantalizing. Nahobino that pursue this path are notorious for being some of the most terrifying people to ever be born. Given their choices, they seek to devour the power, essence, and sometimes even the soul of those they deem worthy.

Mirror of Vitality

At 2nd level, you force your recovery to mimic those whose body is more capable than your own. When you take a short rest and roll any of your Hit Dice, you can have them become the same type of dice as any of your allies within 30ft.

Racial Transcendence

Starting at 2nd level, you merge your DNA with a bit of your allies' spirit and force your body to evolve. When you finish a long rest, you can choose one ally within 30ft and gain one of their racial abilities that does not drastically alter your physical form. For example, you cannot gain Flight, Secondary Arms, Long-Limbed, etc. You can however gain abilities such as Breath Weapon, Celestial Resistance, and Natural Weapons. You maintain this feature until the end of your next long rest.

Parasitic Growth

Beginning at 6th level, you can becoming stronger by leeching off the power your allies have acquired. You can attune to a fourth item, so long as it is an item one of your allies is currently attuned to and you use Apotheosis to mimic it. In this case, your ally's item does not have its properties negated.

Stolen Knowledge

At 6th level, you can dig deeper and acquire some of the knowledge your allies have memorized. When you use Racial Transcendence to mimic an ally, you become proficient in a skill with which they have proficiency and you learn one language they know.

Ascended Manifestation

At 14th level, you can better manifest the aspects of those you devour. You gain the following improvements to Essence Fusion:

  • At the end of a long rest, you can change your creature type to that of the creature whose essence you currently have absorbed, or back to your normal creature type.
  • If the creature had a Recharge ability, you can now use it once per short or long rest.
  • You can gain one of the creature's unique traits, expect for any form of Spellcasting. If you choose Legendary Resistance, you only gain a single use, even if the creature had more.
Divine Amalgamation

Devour all that you see, anything that will give you more power. At 18th level, you perfect Essence Fusion, granting the following improvements:

  • If the creature had a Recharge ability, you can deal the full listed damage.
  • You gain a single Legendary Action if the creature had any. You obey all the same rules and may use any of the following:
Reposition. You can move up to your movement speed without provoking opportunity attack.
Smite. You can make a single attack with your Spirit Blades or cast a cantrip.

Path of the Body[edit]

Many say that the body is a temple. Well, for you it is an obelisk of unimaginable power. Some Nahobino chose to rise to godhood by strengthening and perfecting their physical body. Darting across the battlefiled with blinding speed and striking with unstoppable power, the Nahobino who ascended through the body are not forces to be trifled with. They believed that a strong body leads to a strong mind, which in turn creates an invincible spirit. A good balance of magic and might is a perfectly viable path to surpass the limits of mortality.

Improved Spirit Blades

At 2nd level, your mimicry rises to the next the level. When mimicking a melee weapon, you can now choose to copy the damage dice.

Instant Retaliation

Starting at 2nd level, your enemies will wish they did not dare to attack you up close. When you are hit by a melee attack, be it physical or a spell, you can use your reaction to immediately make an attack with your Spirit Blades against the creature that hit you.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bloody Glee

At 6th level, you use the momentum of your spells to propel your body. When you use your action to cast a Nahobino spell, you can use your bonus action to make a single attack with your spirit blades.

Shatter Defenses

Starting at 14th level, when you hit a creature with your Spirit Blades, you can expend spell slots to empower your strikes and pierce through protections. Different debuffs will be applied depending on the level of spell slot expended:

  • 5th Level, vulnerability to bludgeoning, piercing, and slashing damage.
  • 6th to 7th Level, in addition to the lower levels, vulnerability to acid, cold, fire, lightning, and poison damage.
  • 8th to 9th Level, vulnerability to all damage.

When applied, these debuffs only last until the start of the creature's next turn and cannot stack. You can only use this effect once per turn.

Wrath Tempest

By sending an overwhelming amount of energy through your body, you go beyond the physical limits and unleash of whirlwind of destruction upon your foes. At 18th level, as an action, make 5 attacks with your Spirit Blades, at random, against hostile creatures within 20ft of you. If all 5 attacks hit, all hostile creatures in the area immediately suffer one final attack that is always a critical. You can only use this feature once per long rest.

Path of the Storm[edit]

In almost every tradition to ever come about, storms have been seen as gods' wrath on the mortal world. Lighting, the physical embodiment of their power, their fingers reaching out and striking the earth. For the Nahobino, this could not be more true. Some Nahobino have chosen to harness this power to ascend to their god-like glory. Using the raw might of the divine to vaporize their enemies, calling down the mightiest and most destructive maelstroms mortality has even seen.

Storm Spells

Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a Nahobino spell for you, but it doesn't count against the number of Nahobino spells you know.

Storm Spells
Nahobino Level Spells
2nd Chromatic Orb, Thunderwave
3rd Gust of wind, Skywrite
5th Call Lightning, Lightning Bolt
7th Storm Sphere, Summon Elemental
9th Control Winds, Destructive Wave
Resist Shock

At 2nd level, a constant charge of electrical energy surrounds your body, granting you resistance to lightning damage.

Mastery of Lightning

Starting at 2nd level, you channel your power to up the voltage of your lightning spells. Whenever you roll lightning damage on your turn, the roll gains a bonus equal to your Wisdom modifier.

Ruinous Thunder

Starting at 6th level, you can call down the wrath of the heavens to smite your foes. You gain the following benefits:

  • When you cast Call Lightning, it always counts as empowered. If the weather becomes stormy and you cast it, it does not become further empowered.
  • After casting Call Lightning, you may now use a bonus action instead of an action on subsequent turns to call down another bolt.
Block Shock

At 14th level, you learn to draw in electrical currents. You gain immunity to lightning damage. In addition, when a creature you can see within 30ft would take lightning damage, you can use your reaction and attempt to redirect the damage to you by making a Wisdom saving throw (DC = 10 + the level of the spell). You automatically succeed the roll if it is not a spell. On a success, you take the lightning damage instead. On a failure, you do not redirect the damage.

Lighting Pleroma

At 14th level, by overcharging the power running through you, nothing can stop the destruction you are about to unleash. When you are hit with lightning damage from a source other than yourself, you gain the following benefits for 1 minute:

  • You gain temporary Hit Points equal to your Nahobino level.
  • Your speed increases by 10ft.
  • Whenever a creature hits you with a melee attack, that creature takes 1d8 lightning damage.

This effect can end early if you choose to do so as a bonus action or if you fall unconscious or die. Also, if you take lightning damage while this effect is active, the temporary Hit Points and the active time of this ability both refresh.

You can become charged by lightning damage originating from yourself once per long rest.

Wrath of the Storm

Unleash the storm and reduce all who stand before you to ash. At 18th level, your Lightning Pleroma gains the following improvements:

  • You have resistance to all damage.
  • The damage a creature takes when it hits you increases to 2d8.
  • The next spell you cast that deals lightning damage is upcast by 1. Cantrips and 9th level spells gain an extra die of damage. This ability recharges with your temporary Hit Points.

Path of the Summoner[edit]

It is sometimes said that one is judged by the number of their friends, well, if "friends" can be defined as legions of minions from across the universe. As beings close to the gods, Nahobino have command over various forces, both heavenly and beyond. Nahobino who choose the Path of the Summoner can call upon small armies to fight by their side. But, they are not simple summoned creatures, they are empowered through the Nahobino and there are many more of them. Command enough respect and gain enough power to rise to the throne of divinity.

Summoner Spells

Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Summoner Spells table. Each of these spells counts as a Nahobino spell for you, but it doesn't count against the number of Nahobino spells you know.

Summoner Spells
Nahobino Level Spells
2nd Charm Person, Find Familiar
3rd Find Steed, Summon Beast
5th Summon Shadowspawn, Summon Undead
7th Summon Aberration, Find Greater Steed
9th Summon Celestial, Summon Draconic Spirit
Divine Garrison

At 2nd level, you can maintain multiple streams of magic to bring forth a larger force of allies to assist you. You can now maintain concentration on two spells at once, but they must both be spells that summon a creature. If you lose concentration on both at the same time, they disperse in the order they were cast.

Summoner's Hospitality

Starting at 2nd level, seeing you damaged does not discourage your summoned forces. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 7 or lower on the d20 as an 8.

Warrior's Conception

Beginning at 6th level, your summoning power is far greater than that of the average mage. When you cast a spell that summons a creature, it gains a bonus to saving throws equal to your Wisdom modifier.

Command Strike

At 6th level, by taking a step back, you can command your forces to attack in your stead. As an action, you can have one of your summoned creatures take the attack action.

Revival Chant

At 14th level, you can now heal up your forces in an instant, ready for battle. If a creature you summoned is reduced to 0 Hit Points, you can use your reaction to expend a spell slot of the same level used to summon it to immediately bring it back to half its maximum Hit Points. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Heaven's Guard

Starting at 18th level, your connection to the divine calls down a holy guardian to protect you in your greatest time of need. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Celestial as if it were cast with a 9th-level spell slot. The conjured celestial appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

Nahobino Spell List[edit]

You can learn any spells on the basic Nahobino spell list.

Cantrips

Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Eldritch Blast, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Guidance, Gust, Light, Mending, Message, Mind Sliver, Poison Spray, Ray of Frost, Resistance, Sacred Flame, Sapping Sting, Shape Water, Shocking Grasp, Spare the Dying, Sword Burst, Thorn Whip, Thunderclap, Toll of the Dead, True Strike, Word of Radiance

1st Level

Absorb Elements, Animal Friendship, Arms of Hadar, Bane, Beast Bond, Bless, Burning Hands, Cause Fear, Ceremony, Chaos Bolt, Charm Person, Chromatic Orb, Color Spray, Command, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Expeditious Retreat, Faerie Fire, Feather Fall, Find Familiar, Fog Cloud, Frost Fingers, Goodberry, Guiding Bolt, Healing Word, Heroism, Ice Knife, Identify, Inflict Wounds, Longstrider, Magic Missle, Protection from Evil and Good, Purify Food and Drink, Ray of Sickness, Sakanagi, Sanctuary, Shield, Shield of Faith, Sleep, Speak with Animals, Tasha's Caustic Brew, Thunderwave, Unseen Servant

2nd Level

Aganazzar's Scorcher, Aid, Alter Self, Animal Messenger, Augury, Blindness/Deafness, Blur, Borrowed Knowledge, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Detect Thoughts, Dragon's Breath, Dust Devil, Enhance Ability, Enthrall, Find Steed, Flock of Familiars, Fortune's Favor, Gust of Wind, Healing Spirit, Heat Metal, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Melf's Acid Arrow, Mind Spike, Misty Step, Moonbeam, Phantasmal Force, Prayer of Healing, Protection from Poison, Pyrotechnics, Ray of Enfeeblement, Rime's Binding Ice, Scorching Ray, Shatter, Snilloc's Snowball Storm, Spiritual Weapon, Suggestion, Summon Beast, Tasha's Mind Whip, Warding Bond, Warding Wind, Wither and Bloom

3rd Level

Aura of Vitality, Beacon of Hope, Bestow Curse, Call Lightning, Catnap, Clairvoyance, Conjure Animals, Create Food and Water, Dispel Magic, Enemies Abound, Fast Friends, Fear, Fireball, Hunger of Hadar, Hypnotic Pattern, Incite Greed, Intellect Fortress, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Mass Healing Word, Melf's Minute Meteors, Motivational Speech, Nondetection, Protection from Energy, Remove Curse, Revivify, Sending, Sleet Storm, Speak with Dead, Spirit Guardians, Stinking Cloud, Summon Fey, Summon Lesser Dragon, Summon Shadowspawn, Summon Undead, Tidal Wave, Tiny Servant, Tongues, Vampiric Touch

4th Level

Aura of Life, Aura of Purity, Banishment, Blight, Charm Monster, Compulsion, Confusion, Conjure Minor Elemental, Conjure Woodland Beings, Control Water, Death Ward, Dimension Door, Dominate Beast, Elemental Bane, Evard's Black Tentacles, Find Greater Steed, Freedom of Movement, Galder's Speedy Courier, Guardian of Faith, Ice Storm, Locate Creature, Mordekainen's Faithful Hound, Phantasmal Killer, Raulothim's Psychic Lance, Sickening Radiance, Storm Sphere, Summon Aberration, Summon Construct, Summon Elemental, Summon Greater Dragon, Vitriolic Sphere, Watery Sphere

5th Level

Bigby's Hand, Circle of Power, Cloudkill, Commune, Cone of Cold, Conjure Elemental, Contact Other Plane, Contagion, Control Winds, Destructive Wave, Dispel Evil and Good, Dominate Person, Enervation, Flame Strike, Geas, Greater Restoration, Hallow, Immolation, Infernal Calling, Legend Lore, Maelstrom, Mass Cure Wounds, Negative Energy Flood, Planar Binding, Rary's Telepathic Bond, Reincarnate, Skill Empowerment, Steel Wind Strike, Summon Celestial, Summon Draconic Spirit, Synaptic Static, Teleportation Circle

6th Level

Arcane Gate, Chain Lightning, Circle of Death, Conjure Fey, Create Homunculus, Create Undead, Disintegrate, Find the Path, Fizban's Platinum Shield, Guards and Wards, Harm, Heal, Mass Sugesstion, Mental Prison, Otiluke's Freezing Sphere, Planar Ally, Primordial Ward, Scatter, Soul Cage, Summon Fiend, Sunbeam, Word of Recall

7th Level

Conjure Celestial, Create Magen, Crown of Stars, Delayed Blast Fireball, Divine Word, Dream of the Blue Veil, Finger of Death, Forcecage, Murakumo, Plane Shift, Power Word Pain, Prismatic Spray, Regenerate, Ressurection, Sequester, Teleport, Whirlwind

8th Level

Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Control Weather, Dominate Monster, Feeblemind, Holy Aura, Incendiary Cloud, Reality Break, Sunburst, Telepathy, Tsunami

9th Level

Foresight, Gate, Invulnerability, Mass Heal, Meteor Swarm, Power Word Heal, Power Word Kill, Psychic Scream, Storm of Vengeance, True Resurrection, Weird

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Nahobino class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom

Proficiencies. When you multiclass into the Nahobino class, you gain the following proficiencies: N/A

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