Ripht (5e Class)

From D&D Wiki

Jump to: navigation, search
Work In Progress


Design Note: The Riphts act as both a race and class. Should you choose to play a member of their ranks, you must take your first level in the Ripht class, but you can otherwise multiclass out into a different class. However, it is not possible to multiclass into this class due to it being a class given to you by your biology. The Riphts focus on healing and creation, acting as a support when in battle. Beloved and respected for their power, dominance, and superiority, the Dirae is a rare but powerful racial class, capable of both dealing death and avoiding it.

Perennial Grace[edit]

With their inhuman grace and refined features, the appearance of the Ripht is often described as hauntingly beautiful to members of many other races. They are a bit taller than humans on average, ranging from just under 6 feet tall to well over 8 feet. They are far more willowy and lithe than humans, though this thin appearance is a deception, as their dense musculature makes them weigh almost 200 pounds. Males and females are about the same height, and females are only marginally heavier and shorter than males. They also bear large parrot-like wings extending from their back, their feathers swirling with color and joy that can sometimes descend to the ground as they fly overhead.

The Riphts' coloration, however, includes only shades of coal-black, though they do have long silvery hair that floats on its own, and their large chromatic eyes shimmer with curiosity. They also have no facial or body hair, though their skin is a bit rough to the touch. Quite light on their feet, these nimble angels can often be seen dancing in the air around their divine mistress. Many also decorate their bodies with complex golden tattoos depicting things they've done, created, and witnessed. They favor floaty, elegant, diaphanous clothing in prismatic colors, and they enjoy complex yet dainty jewelry.

Timeless Creators[edit]

The Riphts are the youngest race of the Lesser Host and act as the servants of Brielle, as well as her messengers and envoys of creation. They were created as Tor the Divine's final test to prove he was worthy to be one of the disciples of the head god of the void, Kurma. He drew on the power of The Void and Brielle, creating the Ripht progenitors from beams of light and sound. Though they spend the majority of their time flying amongst the ribbons and banners that dance around their vestige, their true home is in the cherry forest on the back of Kurma.

Over the centuries of their existence, they have been sent out to many worlds and planes, descending upon mortal races to inspire genesis and creativity. Oft mistaken for angels, spirits, or even lesser gods, they have been behind the rise of a great number of artists, poets, architects, and inventors. They may not be the boldest, the smartest, or the strongest of their brethren, but they more than make up for it with spirit and kindness.

People of Light[edit]

The Riphts are the free-spirited sect of the Lesser Host, spending most of their time singing songs and taking many rests. They have an innate love for all living things, but unlike most others with this type of disposition, they also admire things in decay, changing from structure to nutrient. They separate into smaller groups based on interests, often playing harmless pranks on others from different groups. They truly believe that the power of creation comes from willpower and unity, and they are known for taking very good care of the sick or disabled.

Though there isn't much communication between the three races of the Lesser Host, they are the most openly friendly to their brethren, as well as the most willing to cooperate with both. Sometimes, they'll even risk reprimand or punishment to accompany them on their outings so they may act as supports.

Children of Light and Sound[edit]

The Riphts do not possess the ability to reproduce with one another but can do so on their own. When they reach the brink of death, or voluntarily, they can choose to sacrifice what remains of their immortal life to create children. Their eyes and mouths erupt with light, burning anyone or anything that gets too close. Then their bodies begin to crack like glass, allowing more and more burning light to escape their bodies. The sound of music emanates from their bodies, reverberating for miles around as the cracks grow larger and larger. Then their body shatters, becoming a blinding ball or pillar of light that reverses the earlier damage of their death. In the end, all that is left behind is a few pearl-like eggs, only a few inches in diameter.

More powerful Riphts can sire more children, with an individual typically being able to create half as many eggs as their Ripht level (minimum of 1).

These eggs randomly teleport throughout the planes until they make their way to Brielle, where they incubate for about 10 years until they hatch. When they do so, they explode in a harmless ball of light, leaving behind a Ripht mewling, though, on inconceivably rare occasions, two or more Riphts can be born from one egg. These newborns are then taken in by a volunteer from the Ripht society, typically a close friend or relative of the parent.

Ripht Names[edit]

Riphts do not have names until they reach adulthood, where they use their main personality trait as their first name and their main hobby or interest as their epithet or surname.

First Names: Curious, Kind, Merciful, Patient, Hopeful, Aide, Lover, Blossom, Wary

Epithet/Surnames: Melody, The Godsend, Botany, The Poet, Redeemer, The Ambassador

Ripht Traits[edit]

The riphts are artists and free spirits, driven by the urge to create.
Ability Score Increase. Your Dexterity or Charisma score increases by 2 and Constitution or the remaining score increases by 1.
Age. You become an adult at 300, at which point you cease aging.
Alignment. The Riphts embody creation not only as a force of nature, but as an action taken by creatures to foster growth and change. Your alignment is Lawful Good
Size. Riphts vary widely in height and build, averaging between 6 and 8 feet tall. Your size is Medium.
Speed. Your base walking and flying speeds are 30 feet each, though you cannot use your flying speed while wearing medium or heavy armor.
Darkvision. The eyes of a ripht are rather large, allowing you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Void Assisted. The power of The Void flows through you. As a result, you do not require food or drink and you do not need to breathe. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you aren’t rendered unconscious and can hear as normal. You are only able to see if you choose to keep your eyes open while resting. You also take twice as long to benefit from a short rest.
Halo Hopeful. Many Riphts grow up hoping to one day acquire their own Void Halo, and they often play and train using the weapon's mundane equivalents. Because of this, you have proficiency with Haloes.
Agile Form. The grace of your agile body is enthralling, you can add your Dexterity modifier to Charisma (Performance) checks instead of your Charisma modifier.
Chromatic Wings. Your shimmering, colorful wings are a thing of great pride and beauty and can enrapture creatures who gaze upon them. While your wings are clean and visible, you gain advantage on Charisma (Persuasion) checks and disadvantage on Dexterity (Stealth) checks.
Servants of the God of Destruction. As one of the personal envoys of Mikhail The Divine, you are considered native to The Void for the banishment spell or other similar spells or effects. Also, once per day, you are able to transport yourself and your belongings to The Void. To do so, you must maintain concentration for 1 hour. You are unable to leave The Void without assistance until you reach 5th level.

To return, focus on the mind of a living creature familiar to you and maintain concentration for 1 hour. You cannot return if the creature perishes or leaves the plane during your concentration, nor can you leave to a plane you have never been to. You cannot use this feature while in combat or while under the effects of the dispel magic spell or similar effects.
Languages. You can speak, read, and write Common and Primordial.


A dying settlement bearing the few survivors of a recent apocalypse rejoices as they watch a creature of light rejuvenate the barren lands that surround their home, providing them a chance to survive. They didn't know what they did to deserve this miraculous act, but they would never forget the kindness of the Water-Bearer.

An artificer works furiously at his station, under the effects of a sudden wave of inspiration in his darkest moment. Perhaps the dream of that strange rock-skinned creature was more than just a dream after all.

It was the most beautiful thing the city had ever seen. A legion of angels appearing in beams of light, providing the besieged citizens with gifts and music and burning ideas that would turn the tides of the war.

These are the responsibilities of the Angels of Creation, the Riphts. These creatures are defined by their love for creation in all of its forms and purposes. They are agents of growth and change, using their wonderous urges to build up creators and herald the spreading of life, as well as providing beauty and inspiration to the machinations of their fellows, the Echoes. Each Ripht has their own reason to create, beyond their innate desires; some find it to be their way of connecting with their forefathers, others create just for the thrill of helping others, and still others simply wish to excel at what they were designed for. For every Ripht, this imaginative intent gives them a power that fuels every facet of their being.

Beauty and Passion[edit]

The Riphts have an abundance of internalized creative potential, threatening to drown them if they don't spread it wherever they can. This potential manifests itself as magical energy that their kind traditionally calls Passion. This energy is an element of the magic that suffuses each and every one of them. Even non-Riphts can have trace amounts of Passion, especially those who create, like Bards and Artificers. Riphts live in the throes of artistic madness, harnessing this power within themselves to create magical effects and imbue the minds and bodies of others with vigor, and even generate an enlightened physical form. Using this energy, Riphts heal and create. As they gain experience, these abilities are magnified and diversified greatly by the wells of Passion within themselves.

Fecund Swarm[edit]

Whether it's among the many ribbons and banners of their mistress, Brielle, or with one another in one massive group, the Riphts can usually be found swarming. These swarms look like beautifully complex dances, with Riphts constantly changing direction with unpredictable grace and precision. They also generate a song, an unending rhapsody made from a choir of dissimilar voices, movements, and instruments. Like spiraling, singing comets flinging trails of light across the night sky, these angeling creators are often a form of entertainment for those who look for them. These are places where they feel the most at home, where they can better themselves and their crafts to their heart's content.

Though they tend to stick with their own, many Riphts are more than willing to work with the other Lesser Hosts, Dirae especially, whom they tend to herald the arrival of with the Trumpets of Armageddon. For a Ripht, becoming an adventurer means leaving their kind for a time to wander foreign realms in search of inspiration for their art. They treat their work lightly, concerned more with their own betterment or the well-being of their friends than the furthering of any goal. Because of both their nature and physiology, Riphts care little for material wealth and are driven only by a burning passion to create their next magnum opus.

Creating a Ripht[edit]

When creating a Ripht, ask yourself this: What has brought you to your current adventure, what is your art, and what inspires it? The Riphts are no strangers to foreign realms, but still don't tend to spend much time there. Are you young and ambitious, finding your place in your grand reality? Or is this some sort of divine challenge or test of skill? Are you a mad and reclusive artist, or a personable yet devious maven?

Quick Build

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

Class Features

As a Ripht you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Charisma, Dexterity
Skills: Chooese two from Acrobatics, Medicine, Religion, Arcana, Animal Handling, and Nature


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

  • (a) two haloes and a Requip Band or (b) a halo and two scimitars or (c) a War Ribbon[1] and a light crossbow with 20 bolts
  • (a) Leather armor or (b) Battle Robe
  • (a) Diplomat's Pack or (b) Entertainer's Pack or (c) Priest's Pack
  • If you are using starting wealth, you have 5d6 × 10 gp in funds.

Table: The Ripht

Level Proficiency
Passion Points Silken Call Bonus Features
1st +2 Brielle's Blessing, Brilliance
2nd +2 3 Vertical Ascent, Divine Sense, Passion Points
3rd +2 4 1d4/1d6 Silken Call, Void Halo, Cadence
4th +2 5 1d4/1d6 Ability Score Improvement
5th +3 6 1d4/1d6 Cadence Features
6th +3 7 1d4/1d6
7th +3 8 2d4/1d8 Cadence Features
8th +3 9 2d4/1d8 Ability Score Improvement
9th +4 10 2d4/1d8 Cadence Features
10th +4 11 2d4/1d8
11th +4 12 3d4/1d10 Cadence Features
12th +4 13 3d4/1d10 Ability Score Improvement
13th +5 14 3d4/1d10 Cadence Features
14th +5 15 4d4/1d12
15th +5 16 4d4/1d12 Cadence Features
16th +5 17 4d4/1d12 Ability Score Improvement
17th +6 18 3d8/2d12 Cadence Features
18th +6 19 3d8/2d12
19th +6 20 4d8/2d12 Ability Score Improvement
20th +6 21 2d20/3d12 Cadence Features

Brielle's Blessing[edit]

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Ripht level × 3.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 3 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Brielle's Blessing, expending hit points separately for each one.

This feature can be used on undead and constructs.


Your body carries an aura of grace that demands others pay attention. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be visible to use this feature.

Vertical Ascent[edit]

Beginning at 2nd level, you have begun to master your ability to fly. As an action, or a reaction to a ranged attack, you can instantly launch yourself off the ground, flying up to 15 feet off the ground. If you use this trait as a reaction, this comes after the attack has concluded and damage is rolled. Until the start of your next turn, all attacks against you roll with disadvantage. You cannot use this trait if you are prone. Whilst in combat, you cannot use this trait again until you move 0 feet on one of your turns.

Divine Sense[edit]

At 2nd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Passion Points[edit]

Starting at 2nd level, your innate propensity for genesis allows you to harness a creative energy within you known as Passion. Your access to this energy is represented by a number of Passion Points. Your Ripht level determines the number of points you have, as shown in the Passion Points column of the Ripht table.

You can spend these points to fuel various Passion features. You start knowing three such features: Far Blessing, High Blessing, and Energy Bullet. You learn more Passion features as you gain levels in this class.

When you spend a Passion point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Passion back into yourself. You must spend at least 30 minutes of the rest stewing in your inner anger to regain your Fury points.

Some of your Passion features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Passion save DC = 8 + your proficiency bonus + your Charisma modifier

Far Blessing

You can spend 1 Passion point to use Brielle's Blessing on a creature within 15 feet of you. this increases to 30 feet at 5th level.

The creature must be visible and cannot be behind total cover for you to use this feature on them.

You cannot use this feature at the same time as High Blessing until 7th level.

High Blessing

You can spend 3 Passion points to double the number total number of hit points restored with Brielle's Blessing.

You cannot use this feature at the same time as Far Blessing until 7th level.

Energy Bullet

As an action, you can spend 1 Passion point to fire a bullet of magical energy from your finger towards any target you can see within 30 feet. Make a ranged attack roll. On a hit, this deals 1d4 + your Charisma modifier force damage. This increases by 1d4 at 5th level (2d4), 9th level (3d4), 13th (4d4), and 15th level (5d4).

Silken Call[edit]

Beginning at 3rd level, you have developed your ability to synergize with your allies, especially within a symphony of Riphts. As an action, you expend 1 Passion point and let out a melodic call that can be heard up to 50 feet from you. Non-ripht creatures must succeed in a Constitution saving throw or become charmed you until the end of their next turn. For every allied creature within the call's range, you gain 1d4 temporary hit points. If any allied creature is a Ripht, you gain an extra 1d6. Other riphts can expend their reaction to respond to your call, gaining 1d4 temporary hit points. These temporary hit points will last for 1 minute or until you fully exit combat, and Riphts cannot respond to their own silken calls. You can use this feature a number of times equal to your Ripht level. You regain all uses after you finish a long rest.

The die for your Silken Call changes as you gain Ripht levels, as shown in the Silken Call column of the Ripht table.

Void Halo[edit]

At 3rd level, your training as a Riphthas granted you access to the ultimate weapon of the Lesser Host: the Void Halo. You learn a ritual that conjure a Void Halo create a magical bond between it and yourself. You perform the ritual over the course of 1 hour, which can be done during a short rest. You must focus on the image of the Void Halo throughout the ritual, at the conclusion of which you it will appear before you, bonded and attuned to you.

Once you have bonded a Void Halo to yourself, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded Void Haloes, but can summon only one at a time with your bonus action. If you attempt to bond with a third Void Halo, you must break the bond with one of the other two, casing it to disappear.


At 3rd level, you chose a Cadence, which defines the way you use your abilities. Choose between the Cadence of the Light, the Cadence of Life, the Cadence of Decay, the Cadence of the Sadist, and the Cadence of the Masochist, all detailed at the end of the class description. Your choice grants you features at 5th level and again at 9th, 13th, 17th, and 20th level.

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

The Cadence of Light[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

The Cadence of Life[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

The Cadence of Decay[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

The Cadence of the Sadist[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

The Cadence of the Masochist[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->


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:

(0 votes)

Back to Main Page5e HomebrewClasses<!-is based in music, travels, performance, and/or a wide range of spells-><!-makes use of nature and animals through magic with an element of religion-><!-low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures-><!-focuses on unarmed attacks and mobility-><!-gets ability from a separate source, often doesn't have spellcasting-><!-keep this category if the class uses multiple tags->

  1. This weapon utilizes the entanglement variant rule.
Home of user-generated,
homebrew pages!