The Hyper (5e Subclass)
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This is a warlock subclass.
Your patron is an unimaginably large force under the rule of thousands of small odd elemental-esque creatures from an indeterminate location in the Inner Planes. They all answer to a singular divine entity which bestows you with one of these each day. It wishes to spread it's chaotic influence across the many planes of existence, using you as a conduit to spread that influence.
|1st||Chaos Bolt, Color Spray|
|2nd||Crown of Madness, Skywrite|
|3rd||Meld Into Stone, Bestow Curse (Glossolalia)|
|4th||Fabricate, Polymorph (Warmind)|
|5th||Mislead, Awaken (Chaos Armor)|
- Otherworldly Assistant
At 1st level, you gain a number of small assistants from your Otherworldly Patron, known as wisps. The number of wisps you get a day is equal to your proficiency bonus. After a long rest, any unused wisps leave. You roll individually for each wisp.
Roll a 1d6 to determine which wisps are granted. When you use the action of a Wisp, it is disposed of and leaves you. This die changes to a 1d12 at 6th level, than to a 1d20 at 10th level, increasing your available pool of possible wisps.
These effects and abilities, unless stated otherwise, do not cost spell slots to use. These are all actions unless stated as well.
- Hypercharged Wisps
At 6th level, your Patron unlocks further power within it's assistants that becomes available to the user. The user is able to use a spell slot to enchance the ability of a given wisp.
- Return to Sender
At 10th level, you have the power to reroll the wisp you are randomly given once per long rest.
- Chromatic Cannon
At 14th level, you can use your wisps that you have unused to fire off a powerful magical blast of energy at a single target. The wisps used in this attack alter the effects. At least 2 wisps must be availabe for Chromatic Cannon to be used. This attack does 1d10 damage by default and costs a spell slot to cast.
Black and Cyan do not synergize well, simply having no effect when combined.
|White||The attack does not cost a spell slot.|
|Beige||The attack roll is made with advantage, although criticals are impossible now.|
|Gray||The target is knocked prone on a failed Dexterity save.|
|Orange||At an extra 1d6 of force damage.|
|Magenta||The target must make a Constitution saving throw, rendering the target deafened on a failed save.|
|Crimson||Add an extra 1d4 of bludgeoning damage and knock the target back 20 ft.|
|Red||The target must make a Constitution save, catching on fire and taking 1d4 fire damage every turn for 1d4 turns on a failed save. On a successful save, the target only takes an additional 1d4 fire damage and does not catch on fire.|
|Green||Add 1d6 acid damage.|
|Cyan||Converts the base bludgeoning damage to piercing damage. The blast becomes a laser that can hit up to 3 creatures at once.|
|Blue||The target must make a Dexterity saving throw, rolling all Dexterity saves at disadvantage for the next minute on a failed save. On a successful save, this has no effect.|
|Indigo||The target's movement speed is reduced by 15 ft. on hit.|
|Black||Converts the entire attack into a rapidly changing bomb that covers a 20 ft. area.|
|Ivory||Add an extra 1d8 lightning damage.|
|Jade||The target must make a Wisdom saving throw, becoming frightened on a failed save. On a successful save, the target is not frightened.|
|Gray||Add an extra 1d8 bludgeoning damage.|
|Pink||Add an extra 1d6 piercing damage, along with making this target weak to piercing damage for 10 minutes.|
|Violet||Makes it so a violet cloud is left over a 15 ft. area where the blast lands, dealing 1d6 necrotic damage to creatures within the cloud.|
|Gold||The target makes a Wisdom or Intelligence saving throw, becoming charmed on a failed save. On a successful save, the target earns gold equal to the damage they take from the overall attack.|
|Rainbow||Adds an extra 1d6 of a random damage type. Roll a 1d8 and refer to the Chaos Bolt damage type table.|
|Purple||Adds 1d6 slashing damage. The target must make a Wisdom save, losing their bonus action for the next turn on a failed save. On a successful save, the target is uneffected.|
- White Wisp - Charge
The White wisp can refill one of the user's Warlock spell slots.
At 6th level, spending a spell slot will double the user's movement speed for a minute.
- Blue Wisp - Cube
The Blue wisp encases targets' feet within blue translucent cubes, reducing their walking speed by half and giving them disadvantage to Dexterity saves for the 3 rounds. The victims of this attack can use their action to make a Strength save to break the cubes off their feet. Dispel Magic will remove the cubes.
At 6th level, spending a spell slot will have the cubes encase the creatures entire lower half, reducing their speed to 0 ft. and rooting them to the ground.
- Crimson Wisp - Soar
The Crimson wisp allows the user to cast Fly on themselves, granting them 30 ft. fly speed for 10 minutes.
At 6th level, spending a spell slot will allow the user to cast this on one additional creature.
- Jade Wisp - Hide
The Jade wisp allows the user to cast Invisibility themselves while releasing a bright flash of jade light, having all creautures within 30 ft. make a Constitution saving throw, becoming blinded on a failed save and being unaffected on a successful one.
At 6th level, spending a spell slot makes it so that this blinding light sears the skin of those within the range, dealing 1d10 + Wisdom radiant damage. Additionally, if anyone succeeds the save and resists the blinding light, they will need to make a Wisdom saving throw, becoming frightened.
- Magenta Wisp - Rhythm
The Magenta wisp plays a colorful happy tune, giving up to 3 creatures within 50 ft. of the user 1d6 of inspiration.
At 6th level, spending a spell slot will increase the number of Inspired creatures to 5 and the die increases to a 1d10.
- Green Wisp - Hover
The Green wisp lets the user hover off the ground and grants a hover speed of 10ft. + their standard movement speed for 10 minutes.
at 6th level, spending a spell slot extends this time to an hour.
- Cyan Wisp - Laser
Cyan wisps go straight forward in a thin line for 100 ft.. Any creature in this line must make a Dexterity save, taking 2d8 on a failed save. On a successful save, the target takes half damage.
At 6th level, spending a spell slot on this will give the Cyan wisp the ability to pierce multiple targets. Additionally, the user is given the option to travel with the wisp as a laser, appearing at the end of the 100 ft. line.
- Yellow Wisp - Drill
The Yellow wisp can be sent underground like a drill, hitting a single grounded target within 50 ft. of the user after at least 6 seconds and up to 30 seconds (5 turns). The target must make a Dexterity saving throw, taking 1d10 piercing damage and falling prone on a failed save. On a successful save, the target only takes half damage and is not knocked prone.
At 6th level, spending a spell slot allows the Yellow wisp can attack targets who are at most 20 ft. off the ground. Grounded targets take an additional 1d8 of force damage.
- Pink Wisp - Spikes
The Pink wisp covers the user's hands and weapon in sharp, touch pink spikes, adding an additional 1d6 piercing damage to all unarmed and melee weapon damage for the next 10 minutes. These spikes also make it so that a grappled target rolls at disadvantage to break free from the grapple, taking 1d6 piercing damage on failed saves.
At 6th level, spending a spell slot the spikes become longer and the additional damage increases to 1d10 piercing.
- Ivory Wisp - Lightning
The Ivory wisp allows the user to move very quickly toward any form of metal, whether it be a piece of metal armor of weapon, so quickly it appears almost as if its teleportation. This does not provoke opportunity attacks and deals 2d8 lightning damage to creatures in contact with the metal.
At 6th level, spending a spell slot will make this action an AoE that deals 2d8 damage to creatures within 15 ft. of the metal object and 3d8 to any creatures within contact with it.
- Purple Wisp - Flurry
The Purple wisp increases your melee weapon damage by 1d6 damage every consecutive turn you take the attack action. This stacking bonus stops at 5d6 and is removed once the player takes 1/4 of their maximum hit points in damage.
At 6th level, spending a spell slot will allow you to grant the Purple wisp's curse to any willing creature within melee distance.
- Beige Wisp - Balance
The Beige wisp can remove any sort of disadvantage from the user. This is a free action.
At 6th level, spending a spell slot will have the wisp emit and massive area of equalizing aura, removing all forms of advantage and disadvantage from everything within 100 ft. of the user for 1 minute. This affects the user as well.
- Indigo Wisp - Gravity
The Indigo wisp can target specific creatures to increase the effect of gravity on. Targeted creatures have their speed reduced by 10 ft. The Indigo wisp gets 3 charges of this and if the targeted creature has their speed reduced to 0 ft., they will take 2d10 force damage and are knocked prone. These charges can be targeted to individual creatures. This increased-gravity effect lasts for 5 rounds.
At 6th level, spending a spell slot will increase the number of charges to 6.
- Orange Wisp - Missile
The Orange wisp lets the user send out a missile of orange energy, dealing 1d8 + your proficiency bonus of force damage. This can be used 2 times before the wisp is discarded. Both missiles can be discharged at once during a single action. Additionally, the user has the option to use this missile ability for vertical movement instead. Using 2 missiles, the user can launch straight up to a height of 300 ft. If the user collides with a creature on the way up, the user's movement is halved and both creatures must make a Constitution, taking 4d8 force damage on a failed save. On a successful save, the damage is halved.
At 6th level, spending a spell slot lets you launch a maximum of 6 orange missiles dealing major damage. Using this as a movement ability instead, this action only takes 2 missiles, allowing the user to use this action 3 times before the Orange wisp fades.
- Red Wisp - Burst
The Red wisp wreaths the user's weapon in flames, giving them an additional 1d10 of fire damage for their next 2 melee weapon attacks.
At 6th level, spending a spell slot will make it so that any melee weapon attacks on a creature can set them on fire. The target must make a Constitution save or be set on fire, taking 1d6 fire damage for 1d4 turns.
- Gray Wisp - Quake
The Gray wisp can strike the ground with its entire body, causing the ground 30 ft. around it to violently shake, imposing disadvantage on all Dexterity saving throws. If an affected creature has a Dexterity score below 12 will fall prone if they reside within the quake for 2 rounds. The Gray wisp may strike the ground 5 times before it is discarded and it has a movement speed of 20 ft.
The Gray wisp only costs a bonus action for it to hit the ground. If you directly strike a creature, instead of shaking the earth itself, the singular target must make a Strength or Constitution saving throw, falling prone and taking 2d10 non-magical bludgeoning damage on a failed save. On a successful save, the target does not fall prone and only takes half damage.
At 6th level, spending a spell slot allows the Gray wisp to strike the ground 6 times and increases it's range to 40 ft.. The damage of a direct strike increases to 3d10 non-magical bludgeoning damage.
- Black Wisp - Bomb
The Black wisp morphs into a small black fuse bomb with a demonic grinning face on it, set to explode after 2 rounds or when it takes any damage, dealing 2d10 force damage to anything within 20 ft. of it. The user can throw this bomb as an action. Creatures other than the user can interact with the bomb, such as tossing it and destroying it. This bomb has enough destructive force to destroy concrete walls and structures.
If the user desires, they can spend an action to call it back to them whilst disarming the bomb and resetting it for later.
At 6th level, spending a spell slot will increase the bomb's damage to 3d10 force damage.
- Violet Wisp - Void
The Violet wisp converts the user to a purple, gaseous form until the end of their next turn. Any creature within the user's space takes 1d10 necrotic damage and has disadvantage on all Constitution saving throws.
At 6th level, spending a spell slot extends the time of this form by 2 rounds. In addition, the user can make a powerful biting attack as a bonus action while in this form, forming a large demonic face that attempts to bite a creature within melee range, dealing 3d10 necrotic damage on hit.
- Gold Wisp - Desire
The Gold wisp allows the user to roll for an item of their greatest desires, choosing any one item. This can be for anything up to 500 gp. The user must roll a 15 or higher to collect their desired item, having it plucked from somewhere in the world and dropped into the hands of the user.
The user may opt to wish for an item that is greater than 500 gp, such as a magic item of legendary rarity, however the DC is increased to 19. If the desired item is of legendary rarity of higher, than the user must roll a natural 20 twice in a row in order to collect the item of their greatest desires. If the user fails the DC, they take 10d10 force damage. Each time the user succeeds in getting a magic item greater than 1000 gp, the penalty for failure increases by 10d10.
At 6th level, spending a spell slot increases the capabilities of the Gold wisp's wish-granting powers, allowing for items of up to 1000 gp to be acquired.
- Rainbow Wisp - Wild
The Rainbow wisp is the servant of The Hyper that exudes as much chaotic aura as the Patron itself. This wisp casts random magic from the Sorcerer's Wild Magic table. This wisp can be passed along to other willing creatures as a bonus action.
At 6th level, spending a spell slot will give the user a second use of the Rainbow wisp's magical abilities before it is discarded. If a creature is given the Rainbow wisp and uses it's Wild Magic, than the wisp can be returned to the user as a free action immediately after use. In addition to this, the user is allowed to use the Sorcerer Wild Magic table as a reaction.