User:MoDuckyMo

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Macrosia: [1]

Random Stuff[edit]

This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*


  • By monsters, we are referring to broken subclasses and whatnot, not...actual monsters

Aeruin's Guide to Postmortals[edit]

Life Postmortem[edit]

After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.

Deathless Nature[edit]

While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.

Postmortals[edit]

The Ethereal[edit]

The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane.

Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.

Incorporeal

You can't wear armor and have disadvantage on attack rolls with Heavy weapons

Ghost Step

You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object

Fluid Form

When you are hit by an attack roll from a nonmagical weapon, you can use your reaction to halve the damage taken. You regain use of this ability after a short or long rest

Force Vulnerability

You have vulnerability to force damage

The Vesseled[edit]

The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...

No Pain, All Gain

You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.

Inanimate Body

You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.

Material Example Effect
Metal Heavy Armor, A Metal Construct You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks
Wood Medium Armor, A Wooden Construct You can't wear armor, your base AC is 13
Flesh Corpse TBD
In-unified Soul

You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.

Attuned to Your Body

One of your attunement slots is taken up as you have to connect with your body

The Reclaimed[edit]

Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.

Aversion to Fire

When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn

Constant Growth

You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest

Producer

You can cast goodberry as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.

Necessity for Sunlight

You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight

The Echo[edit]

Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.

Echoes of Death

Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.

Fey Nature

You have advantage on saving throws against being charmed or frightened.

Fey Brotherhood

Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.

Fey Weakness

If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit

The Shadow[edit]

Mantle of Shadow

While standing in darkness, you have half cover

Shadow Step

While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet. You can use this feature once per short or long rest

Darkvision

As normal

Sunlight Sensitivity

As normal

Bound to Shadow

Areas of bright light count as difficult terrain for you

The Ascended[edit]

Light-bearer

You know the light cantrip. Wisdom is your spellcasting ability for this feature

Bound to Truth

You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks

Angels Wings

You can use your reaction when you fall to gain a 20 foot flying speed for a minute

Angelic Nature

You are resistant to radiant damage but vulnerable to necrotic damage

The Descended[edit]

Dark Magic

You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.

Holy Aversion

If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit

Dark Weapon

You have strange body accessories that can be used as weapons, choose one of the following:

Horns You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet

Barb You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them

Chain You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you

Fiendish Nature

You are vulnerable to radiant damage but resistant to fire damage

Subclasses[edit]

Hybridizer Artificer[edit]

You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.

Hybridizer's Syringe

You have a special weapon called the Hybridizer's syringe. Hybridizer's Syringe: 1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb

Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll

Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.

Hybridization

At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:

Bat's Sense: You are blind, but have blindsight out to 60 feet.

Long Arms: Your reach becomes 10 feet

Swift Stride: Your walking speed increases by 10 ft

Amphibious: You can breathe underwater and gain a 20 foot swim speed


By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.

'Unstable Hybridization:' If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition

Synthesize Samples

At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.

Needle Gun

At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.

Additionally, you gain the additional Hybridization options.

Permanent Symbiote

At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.

Stable Hybridization

At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.

Splintered Soul Sorcerer[edit]

You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one.

Embrace Past Lives

Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1.

For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.


You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.

School of Psionics Wizard[edit]

Psionic Spells

Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)

Psi Powers

You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.

Telepathy:

You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language


Hand of Force:

When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone


Psychic Shield:

When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.


Mind Erasure:

You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.


Sensory Overload:

You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.


Seed Dissent

You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack

6th idk res to psych and mind reading?

10th greater powers, better features, have to expend slots to use them

Force of Will

14th You can add your int modifier to any save you make (unless you already added it, you cannot add it

Secret Keeper Rogue[edit]

Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.

Keeper and Finder of Secrets

At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.

Master of Secrets

Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.

Secrets

Minor Magic Training: You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.

Minor Magic Experience: You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.

Magic Experience: You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.

Devil's Sight: You have 120 feet of darkvision and you can see through magical darkness.

Eldritch Sight: You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.

Mind Meld: You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.

Eyes of the Rune Keeper: You can read all writing

Beast Shape: Prerequisite: 5th level You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.

Truenamer Initiation: Prerequisite: 7th level You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.

Truenamer Experience: Prerequisite: 9th level You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.

Skill Training: You gain proficiency in two skills

Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type

Linguistics: You learn two languages of your choice

Exploit Weakness

At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.

Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.

Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.

Polygraph's Touch

At 13th level, while touching a creature, you can tell whether or not they are telling the truth.

Unbreakable Mind

At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.

Seed Deceit

At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.


Oath of Service paladin[edit]

Spell list
Channel Divinity

What goes around comes around: you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute

Many hands make light work: You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.

Ward of bad fate

At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage

Soulful assistance

At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.

Classes[edit]

Furry[edit]

Weapons: Simple Armor: Light, Medium Tools:

Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.

Animalistic Soul

While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.

Fursona

Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.

Nature's Tongue

Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell

Furry Clans

Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.

Ability Score Improvements

Standard ASI stuff, nothing to see here...

Twinned Spells

Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.

Animal Charm

Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.

Starting at 10th level


Otherkin Soul

Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.

Eternal Fursona

Starting at 20th level, you may use your fursona feature an unlimited amount of times.

Animalistic Soul Options

Long Gait: Your walking speed increases by 10 feet Burst of Speed: You can take the Dash action as a bonus action Quick Reflexes: You can take the Dodge action as a bonus action

  • name pending*: You can take the Disengage action as a bonus action

Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move. RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.

Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet. Amphibious: You can breathe underwater

Natural Armor: Your unarmored AC is 12 + Dexterity modifier Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type Reflexive Strike: You have advantage on opportunity attacks.

Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws

Shaman[edit]

https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)


Witch(Warlock or Wizard Variant, TBD)[edit]

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Witch(3rd Variant)[edit]

Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers.

<!-Introduction Leader->[edit]

Creating a Witch[edit]


Quick Build

You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices->

Class Features

As a {{{name}}} you gain the following class features.

Hit Points

Set {{{hd}}} parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor: {{{armor}}}
Weapons: {{{weapons}}}
Tools: {{{tools}}}
Saving Throws: {{{saves}}}
Skills: {{{skills}}}

Equipment

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

  • (a) {{{item1a}}} or (b) {{{item1b}}}

Table: The {{{name}}}

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

|name= |summary= |hd=8 |spellcasting=half |armor= Light |weapons= Simple Weapons |tools=Herbalism Kit |saves= Wisdom, Constitution |skills=Arcana, Medicine, Insight, Investigation |item1a= |item1b= |item1c= |item2a=Explorer's Pack |item2b=Dungeoneer's Pack |item2c= |item3a= |item3b= |item3c= |item4a= |item4b= |item4c= |wealth=3d4√ó10 gp

|classfeatures1=Cantrips, Witch's Secrets, Witch's Sight |classfeatures2=Spellcasting, Coven Feature |classfeatures3=Magical Manipulation |classfeatures4= |classfeatures5= |classfeatures6= |classfeatures7= |classfeatures8= |classfeatures9= |classfeatures10= |classfeatures11= |classfeatures12= |classfeatures13= |classfeatures14= |classfeatures15= |classfeatures16= |classfeatures17= |classfeatures18= |classfeatures19= |classfeatures20=

|extrasonleft= |extra1_name= |extra1_1= |extra1_2= |extra1_3= |extra1_4= |extra1_5= |extra1_6= |extra1_7= |extra1_8= |extra1_9= |extra1_10= |extra1_11= |extra1_12= |extra1_13= |extra1_14= |extra1_15= |extra1_16= |extra1_17= |extra1_18= |extra1_19= |extra1_20=

}}

Witch's Secrets[edit]

Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.

Eyes of the Cat

You have darkvision out to 120 feet.

Talons of the Raven

Your unarmed strikes deal slashing damage equal to your witchcraft die.

Wings of the Dove

You are granted a flying speed that is equal to your walking speed.

Arms of the Monkey

You are granted a climbing speed that is equal to your walking speed.

Leopard Paws

You are granted +10 to your base walking speed.

==== <!-Subclass Feature-> ====

<!-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->.->

Retributive strike

When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled

Agonizing Shot

When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die

Seeking Shot

When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range

Healing Hands

Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die

Shared Healing

Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die

Distant Shot

Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5√óManipulation die

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->

<!-Class Option 1->[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->

<!-Class Option 2->[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->

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

<!-4th level spell list->

5th Level

<!-5th level spell list->

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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Aetherweaver(Sorcerer pres)[edit]

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Aetherweaver[edit]

User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class) Sorcerer prestige class, useable at level 2

Spellcasting: on par with sorcerer, no cantrips

Raw Magic:[edit]

You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class

You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).

Bases[edit]
Cone

Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Sphere

Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Cylinder

Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Line

Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.

Touch

You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.

Single Target

You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.

Magical Manipulation

Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.

Concussive Magic

Cost: 1 point per 5 feet Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.

Knocking Magic

Cost: 1 point Creatures affected must make a Strength saving throw or be knocked prone.

Painful Magic

Cost: 1 point You can add your Wisdom modifier to the damage of a Raw Spell.

Shift Element

Cost: 1 point You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.

Blinding/Deafening Magic

Cost: 2 points Affected creatures are blinded or deafened(your choice)

Charming Magic

Cost: 3 points Affected creatures are charmed by you

Frightening Magic

Cost: 4 points Affected creatures are frightened of you

Paralyzing Magic

Cost: 5 points Affected creatures are paralyzed

Draining Magic

Cost: 5 points Affected creatures gain a level of exhaustion

Magical Conversion[edit]

Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.

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.

Weave Foresight[edit]

Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.

Flowing Aether[edit]

Starting at 6th level, your spells cannot be counterspelled

View of the Weave[edit]

Starting at 7th level, you can see magical effects as per the detect magic spell.

Unstoppable Magic[edit]

Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.

Bend Magic[edit]

Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.

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