The Enlightened One (5e Class)

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The Enlightened One[edit]

There was once a man who lived in a small village. He was not like the other villagers, for he was searching for something more. Something that would bring a sense of peace and enlightenment to his life. He wanted to understand the meaning of existence and what the purpose of his life was. So, he decided to embark on a journey to find the answers to his questions. He traveled to different parts of the world, seeking knowledge and guidance from wise men and women. He meditated, studied ancient scriptures, and practiced various forms of spirituality, all in the pursuit of enlightenment.

His God? Not the Buddha but rather a snake from the skies itself.


Creating an Enlightened One[edit]

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What caused the monk to devote to their lives teachings? To become the best version of themselves? To protect everyone around them? Whatever it is must be honorable and beautiful.

Quick Build

You can make an Enlightened One quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom.

Class Features

As a Enlightened One you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Martial Weapons, Simple Weapons
Tools: Choose three tools
Saving Throws: Intelligence, Wisdom
Skills: Religion, Perception, History, Insight and Arcana

Equipment

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

  • (a) Quarterstaff or (b) Scimitar
  • (a) Dungeoneer's Pack or (b) Explorer's Pack or (c) Scholar's Pack
  • Book

Table: The Enlightened One

Level Proficiency
Bonus
Features Mantras
1st +2 Unarmored Defense 1 + intelligence modifier
2nd +2 <!-Class Feature2-> 2 + intelligence modifier
3rd +2 <!-Class Feature3-> 3 + intelligence modifier
4th +2 Ability Score Improvement 4 + intelligence modifier
5th +3 5 + intelligence modifier
6th +3 6 + intelligence modifier
7th +3 7 + intelligence modifier
8th +3 Ability Score Improvement 8 + intelligence modifier
9th +4 9 + intelligence modifier
10th +4 10 + intelligence modifier
11th +4 11 + intelligence modifier
12th +4 Ability Score Improvement 12 + intelligence modifier
13th +5 13 + intelligence modifier
14th +5 14 + intelligence modifier
15th +5 15 + intelligence modifier
16th +5 Ability Score Improvement 16 + intelligence modifier
17th +6 17 + intelligence modifier
18th +6 18 + intelligence modifier
19th +6 Ability Score Improvement 19 + intelligence modifier
20th +6 20 + intelligence modifier

Unarmored Defense[edit]

Your mastery of meditation and focus allows you to deflect physical blows without the need for armor. At 1st level while you are not wearing armor, your AC equals 10 + your Intelligence modifier + your Dexterity modifier.

Mantras[edit]

Mantra Dice
Enlightened One Level Mantra Dice
1st 1d2
5th 1d4
8th 1d8
12th 1d10
15th 1d12
20th 1d14

At 1st level you have a pool of mystical energy that you can use to activate Mantra most specific to the Enlightened One class. You have a number of mantras equal to your Enlightened One level + your Intelligence modifier.

> If unspecified all mantra take up a bonus action to use, mantra can be regained from an ally or yourself hitting a critical hit granting you 3 more mantra as you thrive from positivity and uprising of the situation.

You regain all expended mantras after a short or long rest.


Mantra

Interference: The enlightened ones allies are of greater priority than even themselves, after spending 1 Mantra and a reaction if a creature attacks an ally within sight you may force the ally away from the strike but take the damage for yourself or attempt to neutralize it.

Aura Of Calm: You have an aura that radiates peace and tranquility. As an action for the cost of 2 mantra, you can choose a number of creatures within 30 feet of you, up to a number equal to your Intelligence modifier. These creatures cannot make opportunity attacks against you and have disadvantage on attack rolls against you and allies for 1 minute.

Enlightened Gaze: At the cost of 2 Mantra you may stare into your opponents with your eyes blessed by buddha himself, this allows you to find the inner workings of their power. You gain advantage on all attack rolls against a target for 1 minute and advantage on all saves they attempt to force you to make even if you would have disadvantage.

Shield Of Karma: Your defense against attacks aimed to stop your spread of peace are greater than normal. At the cost of 3 Mantra the user may reduce the attack roll of a creature in sight by your Mantra Dice causing it not to strike if successful.

Karma Bites Back: Your devotion to spreading enlightened spreads to your allies as well. At the cost of 3 Mantra the user may reduce a targets saving throw or ability check result by Mantra Dice or increase an allies by Mantra Dice.

Spreading Ones Will: At the cost of 5 Mantra you overload a targets brain with your entire journey to enlightenment alongside the instructions, they must make an intelligence save or be paralyzed by the overload of information for one turn.

Enlightened Strike: At the cost of 4 Mantra and an action The Enlightened One can channel their spiritual energy into a powerful attack, striking their foes with force that transcends the physical realm. This attack deals the attacks damage roll an additional time and can disrupt the flow of magic and energy in the area. Targets struck can not use spells for 1 minute.

Vajra: Your enlightenment has allowed you to be able to see through all types of attacks by the glory of your savior, after expending 5 Mantra you may auto pass a saving throw or ability check or allow a willing creature to do the same. If applying it to another creature it expends 7 Mantra.

Serpentine Praise:By expending 3 Mantra you may gain temporary hp equal to half the damage you deal to an opponent, you may also apply this to any willing creature within 10 feet.

Meditation: You can enter a deep meditative state to regain your strength. As a bonus action and at the cost of 5 Mantra, you can meditate for 1 turn, at the end of which you regain hit points equal to your proficiency bonus amount of hit die + intelligence modifier. This can be done an amount of times equal to half your intelligence modifier.

Spiritual Guidance:You can use your action to grant advantage on the next Wisdom or Intelligence ability check made by a creature within 30 feet of you. You can use this ability a number of times equal to your Wisdom modifier per long rest (minimum of once).

Gods Will: You are blessed to be able to always counteract opponents thanks to your prayers, by expending 6 mantra you may gain an additional reaction and action. This can only be done an amount equal to half your proficiency bonus, after this you must complete a short or long rest to regain uses.

Divine Insight[edit]

Your connection to the divine allows you to see things that others cannot. At 2nd level you have expertise in your Intelligence saving throw.

At 7th level you also gain expertise in the wisdom saving throw.

Inner Peace[edit]

At 2nd level thee Enlightened One is able to maintain a sense of calm and tranquility in even the most chaotic situations. They gain immunity to fear and charm effects. At level 13 your mind is also hardened towards effects that are seemingly 'greater' than life, you gain advantage against intimidation saves and resistance to psychic, necrotic and force damage.

Gods Accomplice[edit]

You are your friends best, at 3rd level you can spend an action to force a reaction with a friend where you perform a combo attack against a creature of choice. You may expend 10 mantra to make your attacks critical.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time at level 11.


Extra Reaction[edit]

Beginning at 5th level, you can react twice, instead of once, whenever you take the reaction action on your turn.

Evasion[edit]

At 7th level, your God given intuition and agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity 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.

Lords Dodge[edit]

Starting at 8th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


<!-Class Option 1->[edit]

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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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

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

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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