Philosopher of the East (5e Class)

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This class is intended to work with Past Level 20 (5e Variant Rule) and Further Beyond (5e Variant Rule).
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Prestige Class: Philosopher of the East[edit]

Very few homunculi live beyond their master's desires, both in their self and their actions. Even fewer live longer than a decade after breaking free. However, of that very low percentage sits the Philosophers of the East. Drawing their name from a legendary homunculus that once exterminated an entire nation in search of power, ascending from simply the container of a philosopher's stone, to a philosopher's stone itself. Legend states that with the power of a second nation, it was even able to absorb the power of a god, though it disappeared shortly afterward. In many ways it is regarded as the counterpart of the Philosopher of the West.

The following class features take the place of the epic boons given by Past Level 20 (5e Variant Rule).

Prerequisites[edit]

To qualify for multiclassing into the Philosopher of the East class, you must be a 20th level Homunculus (5e Class).

Class Features[edit]

As a Philosopher of the East you gain the following class features.

Hit Points

Hit Dice: 1d6 per Philosopher of the East level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Philosopher of the East level

Proficiencies

Weapons: simple and martial weapons
Tools: any one set of tools or musical instrument of your choice

Level Proficiency
Bonus
Soul Points Features
1st 1 Archetypes feature
2nd 2 Ability Score Increase
3rd 3 Enhanced Regeneration
4th 4 Archetypes feature
5th 5 Power of Destruction
6th 6 Ability Score Increase
7th 7 Archetypes feature
8th 8 Knowledge Beyond Knowledge
9th 9 Archetypes feature
10th 10 One is All, Archetypes feature, Ability Score Increase


Archetype[edit]

At 1st level, you gain additional features depending on which Archetype you chose as a Homunculus. You gain additional features at 4th, 7th, 9th, and 10th level.

Ability Score Increase[edit]

When you reach 2nd level, and again at 6th and 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 34 using this feature.

Enhanced Regeneration[edit]

At 3rd level, when you use Regeneration, you regain twice as many hit points. Additionally, you begin regenerating before injury occurs, causing you to take -1 damage from all sources.

Power of Destruction[edit]

At 5th level, when you kill a CR 1 creature, or a creature that is a lower CR but is humanoid, you gain 1 additional temporary soul point. Additionally, when you affect a creature in any way, you may choose to deal an additional 1d8 force damage.

Knowledge Beyond Knowledge[edit]

At 8th level, you gain proficiency in all skills. If you already had proficiency in a skill, you may instead double your proficiency with checks with said skill.

One is All[edit]

At 10th level, you amass enough power to open a portal to the Truth, absorbing the all-powerful deity. As an action for 20 soul points, you may awaken this godly power for 1 minute. You may use Regeneration at the beginning of each of your turns, no other feature costs soul points, you can not become stunned, unconcious, frightened, charmed, petrified, poisoned, or incapacitated, and you lose all levels of exhaustion. If you drop to 0 soul points while this is active, the power of god violently leaves your body, ending this feature and forcing you to become stunned, regardless of condition immunity, for 1 minute.

Archetypes[edit]

Shield[edit]

Perfect Shield[edit]

At 2nd level, activating Full Shield costs 1 fewer soul points. Additionally, while Full Shield is active, you gain resistance to all damage except force.

Impenetrable[edit]

At 4th level, you gain a damage reduction equal to your Strength modifier. When a creature takes damage while affected by Inverse Shield, they take an additional amount of damage equal to your Strength modifier.

Worn Shelter[edit]

At 7th level, while Full Shield is active, you become immune to the effects of extreme heat, cold and altitude, and it takes twice as many levels of exhaustion for you to suffer each effect.

Multi-Layer Sheath[edit]

At 9th level, you may use Regeneration while your Full Shield is active.

Godly Shield[edit]

At 10th level, while One is All is active, you become immune to all damage.


Spear[edit]

Perfect Extension[edit]

At 2nd level, when you use Extension, your reach extends by 10 feet. Additionally, any increase to your unarmed strikes' reach lasts at least until the end of your turn.

Pierce[edit]

At 4th level, when you use Manipulatable Spear, you may spend 1 soul point to create a permanent hole in the cover, causing the cover to remain reduced for you permanently and dealing 1 damage to the cover that can not be reduced. Additionally, your unarmed strikes deal an additional 1d6 slashing or piercing damage.

Destroyer[edit]

At 7th level, you may spend 5 soul points when you deal damage to an object smaller than 15 cubic feet to deal an additional 100 damage. If this reduces an object to 0 hit points, you completely destroy it.

Unavoidable[edit]

At 9th level, you may sacrifice 20 ft. of of your unarmed strike’s reach to grant your next unarmed strike attack roll advantage.

Godly Spear[edit]

At 10th level, while One is All is active, your unarmed strikes deal twice as much damage and can not be reduced in any way.


Eye[edit]

Foresight[edit]

At 2nd level, you may replace your Dexterity modifier with your Wisdom modifier when calculating your AC. As a bonus action for 2 soul points while Perfected Vision is active, you may add your Wisdom modifier to your AC an additional time as you pear into the future . This lasts until Perfected Vision ends.

Replication[edit]

At 4th level, you can perfectly recreate anything your Ultimate Eye sees. When a creature you can see uses a feature while your Perfect Vision is active, you may copy it as a reaction. You may use the feature in the exact same manner, as long as you meet any prerequisites, using the One Currency System variant rule if it uses any resources other than soul points. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), you may use it in the same manner for an amount of soul points equal to the level it was gained at. You can not gain features with a limited number of uses that don't use a standard currency, features that are permanently active, or features from creatures. You may have a number of these features memorized at a time equal to 1 + your Intelligence modifier (minimum 1). You may only use memorized features while Perfect Vision is active.

All-Seeing Eye[edit]

At 7th level, your truesight range is doubled while Perfect Vision is active.

Eternal Eye[edit]

At 9th level, Perfect Vision is permanently active.

Godly Eye[edit]

At 10th level, while One is All is active, you are aware of every creature in existence. Immediately before you make a melee attack, you may teleport to any open area within 5 ft. of one creature you are aware of. This movement can cover any distance, and does not provoke opportunity attacks.


Vessel[edit]

Weapon Creation[edit]

At 2nd level, as an action for 1 spirit point, you may grant yourself one nonmagical weapon by shaping your body into it. If the weapon requires ammunition, it begins with its maximum amount of ammunition. You can not be disarmed of this weapon, and you must absorb the weapon as a bonus action, thus destroying it, to regain use of any hands it was being held in.

Invasion[edit]

At 4th level, while you are grappling a creature, you may spend 3 soul points as an action to invade their mind. They must attempt a DC 8 + your Intelligence modifier + your proficiency bonus. On a failure, you may force them to use one feature, including basic actions every creature has access to, as if you were not grappling them. This does not consume any of the creature's actions.

Of Shadows[edit]

At 7th level, while you are touching an area of darkness, you are aware of anything within said darkness. This only extends to a single enclosed space (i.e. a room with doors closed, a house with doors open), or up to 60 ft. in an unenclosed space.

Stolen Defense[edit]

At 9th level, you may use Invasion as a reaction at the beginning of the target's turn or when their features that is a reaction would trigger. If the feature used would target the creature using it, you may instead choose for it to target yourself.

Godly Vessel[edit]

At 10th level, while One is All is active, you gain the features of every Homunculus Archetype. This does not apply to features from this class.


Disguise[edit]

Terrify[edit]

At 2nd level, as an action for 2 soul points while Exposed Form is active, all creatures within 60 ft. of you that can see you must attempt a DC 8 + your Wisdom modifier + your proficiency bonus Charisma saving throw as you allow the souls inside your philosopher's stone manifest on your skin. On a failure, they become frightened of you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Serpent Form[edit]

At 4th level, while Exposed Form is active, you gain a flying speed equal to your movement speed, and you gain a climbing speed equal to twice your movement speed.

Shifting Exposed Form[edit]

At 7th level, you can use Shapeshifting to become creatures of any type, and you may transform into creatures up to Gargantuan.

Restrained Exposed Form[edit]

At 9th level, while Exposed Form is active, your unarmed strikes deal 2d6 + your Wisdom modifier magical bludgeoning damage, your AC becomes 20 + your Wisdom modifier, and you may choose which effects you benefit from. You may only reduce your size category for up to 1 minute per use of Exposed Form.

Godly Disguise[edit]

At 10th level, while One is All is active, any creature that you are Disguised as becomes unconcious for as long as you are transformed into them. As a bonus action for 1 soul point while a creature is frightened of you, you may force them to become charmed by you and follows your orders instead. Additionally, unless a creature sees you transform, you are indistinguishable from the creature you are transformed into.


Tool[edit]

Enlarged Form[edit]

At 2nd level, Immense Size is permanently active.

Barrage[edit]

At 4th level, when you take the Attack action or any bonus action, you may make 1 additional unarmed strike as part of said action.

Constant Charge[edit]

At 7th level, you may use Clumsy Charge whenever you would be able to make a melee attack.

Unstoppable Force[edit]

At 9th level, your unarmed strikes deal 2d6 + your Strength modifier magical bludgeoning damage, and your movement speed increases by +15 ft.

Godly Tool[edit]

At 10th level, while One is All is active, your movement speed, AC, damage, and any form of damage reduction (i.e. resistance, damage threshold, damage reduction, succeeding a saving throw) can not be reduced in any way. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Portal[edit]

Return[edit]

At 2nd level, as a bonus action, you can summon anything anything you have eaten or destroyed using Open Portal to an empty space up to 15 ft. from you. creatures.

Rejuvenation[edit]

At 4th level, you may spend 1 soul point to grant any creatures touching you their daily requirement of food, water, and sleep.

Gullet Portal[edit]

At 7th level, you may swallow any object smaller than a 5 ft. cube whole without negative consequences.

Self Portal[edit]

At 9th level, as an action for 5 soul points, you can enter your own portal, and exit up to 20 miles away as another action. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Additionally, you may bring everything within 5 ft. per additional soul point spent into the portal with you. You may choose whether or not objects exit with you, but any creatures within your dimension exit when you do.

Godly Portal[edit]

At 10th level, while One is All is active, your false portal becomes a Portal of Truth. While a creature is touching you, you may allow them to use features that would cost resources (i.e. spell slots, ki points, but not uses) without spending said resources.


Thief[edit]

Weapon Creation[edit]

At 2nd level, as an action for 1 spirit point, you may grant yourself one nonmagical weapon by shaping your body into it. If the weapon requires ammunition, it begins with its maximum amount of ammunition. You can not be disarmed of this weapon, and you must absorb the weapon as a bonus action, thus destroying it, to regain use of any hands it was being held in.

Enhanced Alchemy[edit]

At 4th level, your stolen knowledge of alchemy deepens. You may learn Circles from the Philosopher of the West class.

Negate Source[edit]

At 7th level, as an action for 10 soul points, you may cause one of the following types of magic to automatically fail within a 10 mile area. Only one of the following may be active at a time:

Massive Transmutation Circle[edit]

At 9th level, you may double the time it takes to create a transmutation circle to double its range. You may do this any number of times on a single circle. This does not apply to transmutations preformed without a circle.

Godly Thief[edit]

At 10th level, while One is All is active, you may have every Negate Source effect active at a time, and creatures who may use any form of magic can not deal damage to you.


Trap[edit]

Humanoid Puddle[edit]

At 2nd level, when you use Puddle, you become incapacitated instead of unconcious.

Manipulate[edit]

At 4th level, as an action for 2 soul points, you may completely trap your target's mind. One creature within your reach must attempt a DC 8 + your Intelligence modifier + your Proficiency bonus Charisma saving throw. On a failure, they become charmed by you, following your verbal orders, for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Placed Trap[edit]

At 7th level, as an action for 1 soul point, you may place a fragment of your liquid body where you are standing. A creature must succeed a DC 8 + your Wisdom modifier + your proficiency bonus Perception check to notice the location of your choice. As a bonus action or reaction to a creature stepping no this trap, you may use Lure or Flowing Water on them as part of the same bonus action or reaction.

Water Transmission[edit]

At 9th level, while you are touching a liquid, you may move anywhere within the liquid as a bonus action, reaction to being targeted by a saving throw or attack, or in exchange for your entire movement. Additionally, you may stand on a liquid as if it were solid ground, including on walls and ceilings made of liquid.

Godly Trap[edit]

At 10th level, while One is All is active, Water Transmission applies to solids and gases, and creatures can not detect your Placed Traps


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