Vision Holder (5e Class)

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Vision Holder[edit]

A Vision is a gift bestowed upon those who dwell in the material plane and are recognized by the Gods. They grant the user elemental abilities based on the element of their given Vision. It is said that those with Visions have a chance of ascending to Celestia and attaining godhood themselves. Wielders of visions are called allogenes, though this is not a widely-known term.

Creating a Vision Holder[edit]

Through a rough life events or struggles, lucky individuals are given a vision by the Gods. A vision is in a form of an amulet of some kind and it can give the Vision Holder the power to use a single element as they please. Many Vision Holder has one or two ideals in life and they pursued that for a living. Either be searching for a loved one to having a dream or ambition to fulfill, one's persistence is often the cause of being granted a Vision.

Unresonated_Inazuma_Vision.png
miHoYo
Quick Build

You can make a Vision Holder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity. Second, it is recommended to choose the Far Traveler background, but it can be anything.

Class Features

As a Vision Holder you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Martial Weapons
Tools: 1 tool of your choice
Saving Throws: Dexterity, cha
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, and Survival

Equipment

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

Table: The Vision Holder

Level Proficiency
Bonus
Features Cantrips Known Known Spells Max Spell Level Energy Capacity
1st +2 Vision, Preferred Weapon, Energy Spell Casting 1 2 1 30
2nd +2 Battle Type, Elemental Skill 1 2 1 30
3rd +2 Constellation 1 2 1 30
4th +2 Ability Score Improvement 1 3 1 40
5th +3 Extra Attack 2 3 1 40
6th +3 Constellation 2 3 2 40
7th +3 Battle Type Feature 2 4 2 40
8th +3 Ability Score Improvement 2 4 2 50
9th +4 Constellation 3 4 2 50
10th +4 Battle Type Feature 3 5 2 50
11th +4 Constellation 3 5 3 50
12th +4 Ability Score Improvement 3 5 3 60
13th +5 Elemental Burst 4 6 3 60
14th +5 Battle Type Feature 4 6 3 60
15th +5 Constellation 4 6 3 60
16th +5 Ability Score Improvement 4 7 4 70
17th +6 Greater Vision 5 7 4 70
18th +6 Constellation 5 7 4 70
19th +6 Ability Score Improvement 5 8 4 80
20th +6 Elemental Mastery 5 8 4 80

Vision[edit]

At 1st level, you become a Vision Holder and must have your Vision Amulet with you. Upon having a vision, you gain access to Energy created by the Amulet. The Amulet must be exposed to ambient magic in order to create energy. Your vision gives you a single element and by using the energy, you can create one type of elemental effect. All damage dealt to the target by using your Vision’s energy will do the Vision’s damage type. When you do damage, you also recover 1 Energy. You also regain all expended Energy on a long rest. In addition, you can use your bonus action to see into the ethereal plane up to 30 ft until your next turn.

Vision Type Table
Element Pyro Hydro Anemo Geo Electro Cryo Dendro
Vision Damage Type Fire Acid Thunder Force Lightning Cold Poison

Preferred Weapon[edit]

Also at 1st level, you know your way in a fight with a certain weapon or object. Choose a single type of weapon or arcane focus as your Preferred Weapon. When you make an attack or cast a spell, add 1d4 to the weapon damage die.

Energy Spell Casting[edit]

Your Vision and the magic bestowed on you by your God have given you facility with spells.

Cantrips

You know one cantrip from the Vision Holder spell list. You learn additional Vision Holder cantrips at higher levels, as shown in the Cantrips Known column of the Vision Holder table.

Energy Casting

The Vision Holder table shows how much Energy you can have. The table also shows the highest level of the spell you can cast. To cast one of your Vision Holder spells of 1st level or higher, you must expend energy equal to 5 + spell level * 5.

For example, to cast the 1st-level spell, you must spend 10 energy. If you were to cast a 2nd-level spell, you must spend 15 energy.

At 1st level, you know two 1st-level spells of your choice from the Vision Holder spell list. The Spells Known column of the Vision Holder table shows when you learn more Vision Holder spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Max Spell Level column for your level. When you reach 6th level, for example, you learn a new Vision Holder spell, which can be 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Vision Holder spells you know and replace it with another spell from the Vision Holder spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Vision Holder spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Vision Holder spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Vision Holder spells.

Battle Type[edit]

At 2nd level, you start to develop habits and preferred combat style. Your battle type choice grants you features at 2nd level and again at 7th, 10th, and 14th level.

  • Carry

You are able to fight for a long time and constantly cut through the enemy line.

  • Burst

You rely on high damage prowess and are capable of clearing the enemies in front of you.

  • Enabler

You help your allies by making them having easier fights and gain a battle advantage.

  • Support

You can recover your allies, prevent anomalies, and keep everyone alive.

Elemental Skill[edit]

Also at 2nd level, you can spend energy points to use Elemental Skill as your action. Skill may be improved with Constellation and Battle Type Feature. Choose 1 of the following.

Elemental Skill Energy Cost Battle Type Description
Structure 15 Any You place a 5 ft cube structure within 10 ft of you. If target space is occupied by a creature, it must make a Dexterity saving throw against your spell save DC. It takes 3d6 vision damage and half of that much on a fail
Element Barrier 10 Any Gain resistance equal to your vision damage Type. If you have Geo Vision, you gain resistance against non-magical slashing, piercing, and bludgeoning instead. Element Barrier lasts for 30 seconds
Weapon Enchant 20 Any You can use this with a bonus action instead. For the next 30 seconds, your weapon attack deals bonus vision damage equal to your proficiency bonus. If you are using your preferred weapon, your preferred weapon bonus damage die becomes a d6 and weapon damage is now your vision damage.
Quick Strike 15 Carry You can use this with a bonus action. You quickly make a single weapon or spell attack and on a hit, the attack deals a bonus 1d6 vision damage
Slay 15 Burst You make an attack again a creature within 5 ft. On a hit, you deal 2d8 + proficiency bonus of vision damage. Whenever your proficiency bonus would increase, add 1d8 damage to this spell attack.
Blast 15 Enabler You attack a target within 5 ft of you and do 2d6 + proficiency. On a hit, target creature make a Constitution saving throw against your spell save DC or else it is knocked back 10 ft and falls prone
Bait 20 Support Place an object in an open space 5 ft away from you. Hostile enemies within 15 ft of the object must make a Charisma save against your spell save DC or they must attack the Bait. The Bait has AC of 12 and hit points equal to your proficiency + Vision Holder level. Those who failed the save can try again at the end of their turn

Constellation[edit]

Starting at 3rd level, you start to obtain a constellation. Through the power beyond the sky, you gain bonus benefits. You gain additional constellations at 6th, 9th, 11th, 15th, and 18th level. You may only choose one at each level.

Constellation Required Level Description
Energy Regeneation Any On the start of your turn, you recover 2 energy. When you critical hit a creature, you recover 5 energy.
Energy Siphon Any When you use your Elemental Skill, recover hit points equal to half of the energy spend, round down
Aggression Any After you use your Elemental Skill, your next attack has advantage.
Critical Chain Any When you critical hit your target, your next attack deals additional 1d4 vision damage and can crit at 19.
Elemental Cost Down Any Lower the cost of your Elemental Skill by 10 once per short rest.
Multi-Target 6th When you use your weapon and deals vision damage, your vision damage can damage up to 2 other creatures of your choice.
Energy Charge 6th While bloodied, whenever you regain Energy, you double the amount of Energy recovered.
Berserk 6th Whenever you land a successful hit, your attack deals an additional 1d4 vision damage. This bonus stacks up to 3 times. You lose 1 stack when you miss an attack and loses all stack when combat ends.
Healer 6th Whenever you spend Energy and recover hit points, you recover extra hit points equal to your proficiency bonus.
Improved Elemental Skill 9th Increase the vision damage die by 1 level (Example: 1d6 into 1d8) as well as any attack and DC is increased by 1
Improved Skill Duration 9th Any duration of your Elemental Skill is doubled.
Improved Health 9th Your maximum hit points is increased by 2 per Vision Holder level
Improved Reserve 9th Whenever you take a short rest, you can recover energy equal to your Vision Holder level times 2. Once you use this feature, you must take a long rest before using it again.
Dual Activation 11th Whenever you use your Elemental Skill and dealt damage, if you use your Elemental Skill again on the next turn and deal damage, you do additional 3d8 vision damage
Hindering Suppression 11th When your attack deals damage or an enemy fails a save against your Vision Holder spell save DC, it has disadvantage on attacks and saves until the end of their next turn. Each creature can only be affected by this once every 30 seconds.
Guardian 11th Whenever you take damage, you gain 1 guardian stack. Each stack reduces damage equal to your Charisma modifier. You can have a max of 3 stacks and it lasts until the end of combat.
Resistance Bomb 11th Whenever your Element Barrier or temporary hit points expire or are destroyed, each creature within 5 ft must make a Dexterity saving throw against your Vision Holder spell save DC. On a fail save, they take a number of d8 equal to your Charisma modifier. Half of that on a success.
Improved Elemental Burst 15th Increase the vision damage die by 1 level (Example: 1d8 into 1d10) as well as any attack and DC is creased by 2.
Improved Burst Duration 15th Any duration of your Elemental Burst is doubled.
Improved Recovery 15th You only need half of the time needed for a short rest and your long rest is shortened by 2 hours. In addition, when you recover hit points, any excess hit points become temporary hit points.
Energy Well 15th When you roll for initiative and have 15 or less energy, you recover energy up to half of your total. You can only use this feature twice per long rest.
Aggressive Defense 18th For each resistance and immunity you have, you deal 1 additional vision damage per attack and spells
Critical Battler 18th When you are at quarter health, all of your damages deal additional vision damage equal to your Charisma modifier. In addition, you can critically hit at 19 instead of 20. If you can already do so, you can critically hit on 18 as well. Any enemy you critically hit also has disadvantage on their next attack.
Vision Aura 18th You share any resistance you gained from Vision Holder class to all creatures of your choice within 15 ft
Revival 18th Once per long rest, if you were to go down to 0 hit points, you immediately gain hit points equal to half of your total hit points (Round down). Any magical spell effect is lost when you recover hit points this way.

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.

Elemental Burst[edit]

At 13th level, your control over your Vision has matured to the point where you can make a strong effect. Elemental Burst will use up 50 Energy. By default, Elemental Burst uses your action and you make a single attack with your preferred weapon. On a hit, it deals 6d8 vision damage.

You may select 2 of the following effect to build your unique Elemental Burst.

Improvement Description
Damage Up Your Elemental Burst deals additional 3d6 vision damage. You may pick this twice.
Area of Effect Your Elemental Burst can (a) deal damage to all targets within 10 ft or (b) deal damage to all targets within 15 ft in front of you in a cone, choose one.
Ranged Your Elemental Burst is a ranged attack with a range 60/180 and pierces through all targets in the path.
Recovery Conversion Instead of dealing damage, the default 6d8 vision damage now heals 1 target of your choice within 15 ft. Incompatible with Damage Up Improvement.
Recovery Bonus When you activate your Elemental Burst, you also recover all targets of your choice within 10 ft by 3d6 + Charisma modifier + your proficiency bonus of hit points. You may pick this twice.
Enchanted Field Upon activating your Elemental Burst, an area within 15 ft of you is enchanted. The field gives you and your friendlies one of the following for 30 seconds: Recover 1d6 hit points per turn, AC+2, can add 1d4 to all saving throw, or all damage dealt do bonus 2d6 of your vision damage. You may pick this twice, but the area and range does not change
Power Up Instead of making an attack, you clad yourself with the power of your vision with your bonus action. For the next 30 seconds, you gain AC+2, 30 temporary hit points, +15 to all your movement, and all your attack and spells deal additional 2d6 vision damage. Incompatible with other Improvements.

Greater Vision[edit]

Starting at level 17, your Vision has improved greatly. Choose one of the following benefits.

  • You gain 30 feet true sight and you can look into ethereal plane up to 60 feet normally
  • Select another Vision. You can freely choose to use whichever vision you have when using your Energy to attack, cast a spell, use Elemental Skill, or Elemental Burst.

Elemental Mastery[edit]

At the 20th level, you gain mastery over your Vision. You gain the following benefits.

  • You up all of your vision die by 1 level (Example: d10 into d12).
  • Once per long rest, when you use your Elemental Burst, you use 15 less Energy.
  • You learn 1 additional Elemental Skill. This Elemental Skill can gain Alteration from any subclass.

Battle Type[edit]

Carry[edit]

Vision Holder with strong capability usually fights on the front line. They are the ones who often cut through the enemy lines. You gain unique features at the 2nd, 7th, 10th, and 14th level.

Slick Movement

Starting at level 2, you can add half of your proficiency bonus to your AC, round-up.

Energy Drain

Starting at level 7, whenever you deal damage. Instead of gaining 1 Energy, you gain 2 instead.

When you reach 14th level, you gain 3 instead of 2.

Carry Skill Alteration

At the 10th level, your Elemental Skill can change slightly.

Elemental Skill Change A New Cost Change B New Cost
Structure The structure becomes 10 ft cube instead 20 Structure Explodes at the end of your next turn, creatures within 5 feet must make a Dexterity saving throw or else it takes 3d6 vision damage 25
Element Barrier Element Barrier generates temporary hit points instead of resistance. It provides hit points equal to Energy cost + your Charisma times 2 15 Element Barrier gives you 1 additional resistance against a damage type of your choice 15
Weapon Enchant In addition to using a bonus action to apply Weapon Enchant, you may also apply Weapon Enchant after using a dash action. At the end of your dash action, you can make a single weapon attack. This application lasts until the end of your next turn. 25 or 5 Weapon Enchant now consumes hit points equal to a number of d4 times your Charisma modifier instead of only a d6. When you do, you do additional vision damage equal to your Charisma + half of the hit points lost this way, round up. 30
Quick Strike You can use an action instead. When you do, Energy cost is doubled and you do 8d8 vision damage instead. If you already used Quick Strike this turn, Energy cost is reduced by 5 and you can critically hit at 19. 15 or 30 You can no longer use a bonus action to use Quick Strike. Once per turn, when you miss an attack, you can spend Energy to use Quick Strike. 10
Extra Attack (2)

When you reach the 14th level, you can attack 3 times per action from your extra attack feature

Burst[edit]

Similar to a Carry. However, you excel in a short burst of damage or excel in certain combat situations. A long-term combat may or may not turn out well for you.

Energy Drive

At 2nd level, when you attack, you can spend a number of energy up to your Charisma modifier. For each energy spend, you deal that much additional vision damage.

Charged Strike

At 7th level, you use your bonus action to empower your next weapon attack. Your next attack’s weapon die is doubled. You can use this feature a number of times equal to your constitution modifier, minimum 1.

Burst Skill Alteration

At the 10th level, your Elemental Skill can change slightly. You have two options.

Elemental Skill Change A New Cost Change B New Cost
Structure The structure becomes 10 ft cube instead 20 Structure Explodes at the end of your next turn, creatures within 5 feet must make a Dexterity saving throw or else it takes 3d6 vision damage 25
Element Barrier Element Barrier generates temporary hit points instead of resistance. It provides hit points equal to Energy cost + your Charisma times 2 15 Element Barrier gives you 1 additional resistance against a damage type of your choice 15
Weapon Enchant In addition to using a bonus action to apply Weapon Enchant, you may also apply Weapon Enchant after using a dash action. At the end of your dash action, you can make a single weapon attack. This application lasts until the end of your next turn. 25 or 5 Weapon Enchant now consumes hit points equal to a number of d4 times your Charisma modifier instead of only a d6. When you do, you do additional vision damage equal to your Charisma + half of the hit points lost this way, round up. 30
Burst When you use Elemental Skill attack, you have advantage. Your Burst deals additional 2d8 vision damage and you also add your Charisma modifier to each vision damage 35 Your Elemental Skill now hits all creatures of your choice within 5 feet radius from you. Each creature must make a Dexterity saving throw. On a fail save, they take a number 2d8 times your proficiency + Charisma modifier + your proficiency bonus of vision damage and half of that on a successful save 40
Energy Recycle

Starting at the 14th level, when you recover hit points, you can recover half of that much to your energy. This can only happen once per turn.

Enabler[edit]

You cannot fight too well in most battles but your control over your Vision is better than most people and you are capable to turn the tide of a battle in your favor.

Energy Efficiency

Starting at 2nd level, whenever you use your Elemental Skill, 5 points of the energy cost is refunded after use.

In addition, when you learn elemental burst, it refunds 10 points of the energy used.

Coverage Increase

When you reach 7th level, your Elemental Skill’s area of effect is doubled.

In addition, if it does not have a range or an effective radius, it gains 5 feet radius instead.

Enabler Skill Alteration

At the 10th level, you understand more about yourself and your position in a fight.

Elemental Skill Change A New Cost Change B New Cost
Structure The structure becomes a torrent with AC 16 and 50 hit points. At the start of your turn, it shoots one bolt at the closest hostile target. It uses your spell attack and does 3d8 vision damage 25 Structure Explodes at the end of your next turn, a creature within 5 feet must make a Dexterity saving throw or else it takes 3d6 vision damage. It also turns the area into difficult terrain. 30
Element Barrier Element Barrier generates temporary hit points instead of giving resistance. It has temporary hit points equal to the Energy cost times 2 20 Element Barrier gives you or a friendly creature within 5 feet 1 additional resistance against a damage type of your choice 20
Weapon Enchant Instead of Enchanting only your weapon, you enchant up to a number of weapons equal to your proficiency. All the enchanted weapon deals additional 2d4 vision damage up to a number of attacks equal to your Charisma modifier 30 After Weapon Enchant, your first attack hit requires the target to make a saving throw against your spell save DC. On a fail, they suffer a condition that depends on your Vision type: Pyro deals extra 2d6 vision damage, Hydro reduces AC by 2, Anemo knocks the target prone, Geo restrains target, Electro stuns target until the end of your next turn, Cryo cause target’s next saving throw have disadvantage, and Dendro causes the poisoned condition. 20
Blast You add a number of 1d6 equal to your Charisma modifier to your vision damage. When you use this Elemental Skill, it also removes 1 magical condition from all creatures within 5 feet of you 25 You launch all targets within 5 feet of you into the air. They must make a Constitution saving throw against your Vision Holder save DC. On a fail, they are launched 10 feet into the air and take 4d6 vision damage then fall prone. On a success, takes half, launches 5 feet, and it is not prone 25
Energy Link

At the 14th level, when you use your Elemental Burst, you may have it cost 10 more energy to use. If you do so, your next Elemental Skill does not cost energy. You can only use this feature once per short or long rest.

Support[edit]

To fight in a battle is nearly not your forte at all. However, you can still hold your ground. When supporting your allies, that is the time when you shine.

Energy Resonance

Starting at 2nd level, whenever you would recover energy, your nearby friendly within 10 feet of you recover half of that much. If they do not have a Vision, recover hit points instead.

Soothing Energy

Upon getting to level 7, whenever you use your Elemental Skill, you and any targets of your choice within 5 feet gain advantage on their next attack.

Support Skill Alteration

At the 10th level, your cautious help is capable to letting to assist in the fight greatly.

Elemental Skill Change A New Cost Change B New Cost
Structure The structure becomes a torrent with AC 16 and 50 hit points. At the start of your turn, it shoots one bolt at the closest hostile target. It uses your spell attack and does 3d8 vision damage 25 Structure Explodes at the end of your next turn, a creature within 5 feet must make a Dexterity saving throw or else it takes 3d6 vision damage. It also turns the area into difficult terrain. 30
Element Barrier Element Barrier generates temporary hit points instead of giving resistance. It has temporary hit points equal to the Energy cost times 2 20 Element Barrier gives you or a friendly creature within 5 feet 1 additional resistance against a damage type of your choice 20
Weapon Enchant Instead of Enchanting only your weapon, you enchant up to a number of weapons equal to your proficiency. All the enchanted weapon deals additional 2d4 vision damage up to a number of attacks equal to your Charisma modifier 30 After Weapon Enchant, your first attack hit requires the target to make a saving throw against your spell save DC. On a fail, they suffer a condition that depends on your Vision type: Pyro deals extra 2d6 vision damage, Hydro reduces AC by 2, Anemo knocks the target prone, Geo restrains target, Electro stuns target until the end of your next turn, Cryo cause target’s next saving throw have disadvantage, and Dendro causes the poisoned condition. 20
Bait Your bait’s AC is increased equal to your Charisma modifier. When your bait is destroyed, everything within 5 feet of the bait must make a Dexterity saving throw against your Vision Holder DC. On a fail save, it deals damage equal to 25 + your Charisma modifier + your proficiency of vision damage 25 Your bait now has AC of 20 with 100 hit points. The bait now affects creatures within 30 feet instead. At the start of your turn, all creatures of your choice in the range of the bait must make a save. However, the bait only lasts 12 seconds. If any feature were to increase the duration, increase the DC by 1 instead. 25
Heightened Vision

At the 14th level, once per long rest, you can use your vision to read the resistance and weakness of your target within 60 feet. The resistance and weakness you learn must be within the 7 possible visions.

Vision Holder Spell List[edit]

Cantrip

Acid Splash, blade ward, Booming blade, Create Bonfire, eldritch blast, Frostbite, Green-Flame Blade, mage hand, ray of frost, Resistance, shocking grasp

1st Level

absorb elements, armor of Agathys, burning hands, Chromatic Orb, Divine Favor, Ensnaring Strike, Frost Fingers, guiding bolt, hellish rebuke, |Ice Knife, identify, magic missile, shield, unseen servant

2nd Level

Aganazzar's Scorcher, Cloud of Daggers, find steed, Flame Blade, Healing Spirit, lesser restoration, misty step, scorching ray, shatter, Spiritual Weapon, Summon Beast, warding bond

3rd Level

Call Lightning, Conjure Barrage, counterspell, Crusader’s Mantle, dispel magic, fireball, lightning bolt, Melf’s Minute Meteors, Pulse Wave, Spirit Guardians, Thunder Step, Tidal Wave

4th Level

banishment, Dimension Door, Black Tentacles, Fire Shield, freedom of movement, Guardian of Faith, ice storm, Stoneskin

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Vision Holder class, you must meet these prerequisites: Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the Vision Holder class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapon, Martial Weapon

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