Wielder (5e Class)

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Wielders[edit]

Descendant from humans, wielders are strong-willed individuals that would sooner challenge the gods than allow themselves to be pushed aside in pursuit of their goals, be it self-fulfillment, fighting for a noble cause, or even just getting revenge. In their pursuit, or maybe because of their pursuit of such goals, they have unlocked powers sealed away from humanity since their beginnings to follow their own path, regardless of where that path leads. While this may not be the first thing one would notice about a wielder, to an enemy of one, this may be the last thing they notice. Although they flourish in magic, they can be often seen on the front lines brandishing weapons they summon from willpower alone.

The Wielder[edit]

Wielders focus on a mix of martial prowess and arcane power. These aspects aren't necessarily balanced and as such, each wielder will follow their own path to improve themselves.

Creating a Wielder[edit]

What caused you to awaken as a wielder? Was it stress? A right of passage? A near-death experience? Or did it just happen one day? Did you undergo rigorous training to purposefully awaken these hidden abilities or were you inexplicably born with them? Were you born from a line of wielders or are you the only one in your family if you have one?

Quick Build

You can make a wielder quickly by following these suggestions. First, Dexterity or Wisdom should be your highest ability score, followed by The latter. Second, choose the Folk hero, Outlander, or Soldier background.

Class Features

As a wielder you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Finesse Weapons
Tools: no
Saving Throws: Dexterity and Wisdom
Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Perception, Performance, and Survival

Equipment

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

  • (a) a simple melee weapon or (b) a short bow and a quiver of 20 arrows
  • (a) a Dungeoneer's pack or (b) an Explorer's pack
  • Leather Armor
  • Two Daggers

Table: The wielder

Level Proficiency
Bonus
Weilder's Weapon Damage Per Level Elemental Damage Features Cantrips Known Spells Known 1 / 2 / 3 / 4 / 5
1st +2 1d4 1 Spellcasting, Wielder's Weapon, Wielder Variant 2 2 1 / - / - / - / - -
2nd +2 1d4 1 Spirit Animal And Inner Gate 2 2 1 / - / - / - / - -
3rd +2 1d4 2 Weapon Infusion 2 4 2 / 1 / - / - / - -
4th +2 1d4 2 Ability Score Improvement 3 4 2 / 1 / - / - / - -
5th +3 1d6 3 3 6 2 / 1 / - / - / - -
6th +3 1d6 - 1d6+1d4 3 2nd Weapon Form, Variant Feature 3 6 2 / 2 / - / - / - -
7th +3 1d6 - 1d6+1d4 3 3 6 2 / 2 / 1 / - / - -
8th +3 1d6 - 1d6+1d4 3 Ability Score Improvement 4 6 2 / 2 / 1 / - / - -
9th +4 1d8 - 1d8+1d4 4 Spirit Overdrive 4 8 3 / 2 / 1 / - / - -
10th +4 1d8 - 1d8+1d4 4 4 8 3 / 2 / 2 / - / - -
11th +4 1d8 - 1d8+1d4 - 1d8+1d6 4 3rd Weapon Form 4 8 3 / 2 / 2 / - / - -
12th +4 1d8 - 1d8+1d4 - 1d8+1d6 4 Ability Score Improvement 5 8 3 / 2 / 2 / 1 / - -
13th +5 1d10 - 1d10+1d4 - 1d10+1d6 4 Variant Feature 5 8 3 / 2 / 2 / 1 / - -
14th +5 1d10 - 1d10+1d4 - 1d10+1d6 5 5 10 4 / 2 / 2 / 1 / - -
15th +5 1d10 - 1d10+1d4 - 1d10+1d6 5 5 10 4 / 2 / 2 / 1 / 1 -
16th +5 1d10 - 1d10+1d4 - 1d10+1d6 - 1d10+1d8 5 Ability Score Improvement, 4th Weapon Form 5 10 4 / 2 / 2 / 2 / 1 -
17th +6 1d12 - 1d12+1d4 - 1d12+1d6 - 1d12+1d8 5 5 10 4 / 2 / 2 / 2 / 2 -
18th +6 1d12 - 1d12+1d4 - 1d12+1d6 - 1d12+1d8 5 Variant Feature 5 12 4 / 2 / 2 / 2 / 2 -
19th +6 1d12 - 1d12+1d4 - 1d12+1d6 - 1d12+1d8 5 Ability Score Improvement, Celestial Form 5 12 4 / 2 / 2 / 2 / 2 -
20th +6 1d12 - 1d12+1d4 - 1d12+1d6 - 1d12+1d8 5 Perfect Converation 5 12 4 / 3 / 2 / 2 / 2 -

Spellcasting[edit]

As one newly awakened to the latent arcane magic sealed from humanity long ago, your willpower fuels your spellcasting ability.

Cantrips

At 1st level, you know two cantrips of your choice from the wielder spell list. You learn additional wielder cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wielder table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Wielder spell list.

The Spells Known column of the Wielder table shows when you learn more wielder spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the wielder spells you know and replace it with another spell from the wielder spell list, which also must be of a level for which you have spell slots.

You regain all used spell slots after a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your wielder spells since the power of your magic relies on your ability to exorcize control over your internal desires externally. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wielder spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + Wisdom modifier

Spellcasting Focus

Your Wielder's Weapon is your spellcasting focus

Wielder's Weapon[edit]

Choose and name your wielder's weapon. Made from equal parts magic and willpower, this weapon can be anything from a frying pan to a gun as long as it's thematically appropriate. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It is also your spellcasting focus. You must call its name to summon your weapon. When your weapon is summoned, it is accompanied by a dull flash of light and the sound of a drawn blade. The brightness of the flash and the volume of the sound is dependent on the volume in which the weapon's name is spoken.

This weapon's physical damage type is appropriate to the object chosen as the weapon plus the chosen element as displayed on the element table. If thrown, your weapon counts as an improvised weapon unless it has the thrown property and can be resummoned back to the hand as an action. The damage this weapon does is referenced on the wielder table. Weapons that would require ammunition instead require you to spend 1 spell slot to generate 5 magical bolts that can be fired. Spell slots spent above level 1 give 1 more bolt per spell level. You can also use standard ammunition for the specified weapon. These weapons ignore reload times unless when standard ammunition is in use. You can dismiss the weapon as a bonus action, releasing it into your inner space.

You may lend your wielder's weapon to another creature but it is considered a +1 weapon. When used by a creature not given permission to do so, the weapon feels heavy in their hands and it is considered an improvised weapon and has -2 to hit.

Wielder's Tenacity[edit]

Your wielder's weapon can be summoned while under the effects of spells like antimagic field but will not have magical properties when summoned this way until dismissed and resummoned. When under the effects of a spell, like dispel magic, the weapon loses its magical properties for 1 turn times the level of the spell. For these purposes, the weapon's level equals your level divided by 2. When rendered mundane by a spell effect, this weapon may break as easily as any other and dissipate into nothing as it sits in your inner space, repairing itself for a week. If summoned before a week has ended, The weapon appears as it had when it was broken and still works as a spellcasting focus but spells are cast with a DC15 arcane roll to determine if they work as intended. While incredibly sturdy when not disenchanted, your wielder's weapon can still be broken by magical means or when damaged by another magical item.

Wielder's Weapon Table[edit]

You can roll a d6 or choose a category to pick a summoned weapon from. This choice is repeated when you obtain a new weapon form at levels 6, 11, and 16.

Roll Weapon Type
1 Simple Melee Weapon
2 Ranged Melee Weapon
3 Martial Melee Weapon
4 Martial Ranged Weapon
5 A Hand-held Instrument, Trinket, or Toy
6 An Instrument, Trinket, or Toy similar to a ranged weapon in some way

Weapon Element Tables[edit]

You can roll a d10 or choose your weapon element This determines the added damage type to your Wielder's Weapon. Another d10 roll will decide the color of your weapon and its element.

Roll Element
1 Fire
2 Necrotic
3 Lightning
4 Acid
5 Force
6 Psychic
7 Poison
8 Thunder
9 Radiant
10 Cold
Roll Color
1 Red
2 Black
3 Yellow
4 Green
5 Purple
6 Pink
7 Gold
8 Orange
9 White
10 Blue

Wielder Variants[edit]

Choose a Wielder Variant origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 13th, and 18th level.

At 1st level, you chose a Wielder Variant. Choose between Closed, Common, Devastation, Divergent, Divide, Multi, and Open, all detailed at the end of the class description. Your choice grants you features at 1st level and again at levels 6, 13, and 17.

Spirit Animal and Inner Gate[edit]

At 2nd level, you become aware of a void within your psyche that you can retreat your mind into at will. You appear as no different than in the outside world when you appear here and time can flow wildly different from the outside world. In this void resides your spirit animal. It is a massive creature that symbolizes your resolve and tenacity. The creature can be of any kind as long as it is thematically appropriate at DMs discretion. You return to this space to learn new spells from your spirit animal from level 2 onward. Alongside your spirit animal is a gate of the same size. The gate is surrounded by chains held together with a lock and surrounded by a whirling vortex of magic. At the 6th, 11th, 16th, and 20th levels, one barrier blocking you from opening the gate will vanish as you obtain new weapon forms until it opens.

At 5th level, when at death's door, you can go into your inner space and commune with your spirit animal, allowing you to roll your first death saving throw with advantage. You stay in this space until you stabilize or die.

Weapon Infusion[edit]

At 3rd level, you gain the ability to concentrate and infuse your Wielder's Weapon into a pre-existing non-magical item and it becomes a magical item. This takes an hour of concentrating on the item to achieve and one minute of concentration to undo. That item cannot be summoned or sent into your Inner Space but retains the enchantment for 24 hours. You lose access to your Wielder's Weapon as long as it is infused into another weapon. If your infused weapon is more than 30 feet from you for more than 12 hours, the infusion is automatically undone.

If the item your Wielder's Weapon is infused into is not a weapon, it gains the highest damage values of your Wielder's Weapon as shown on the Wielders Table. If the item is a weapon, it only gains your elemental damage as shown on the Wielders Table.

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.

Weapon Transformation[edit]

At 6th, 11th, and 16th levels, your weapon transforms into another version as it becomes stronger, still keeping the previous versions available. Those versions can be any weapon that is thematically applicable at the DMs digression and/or you can roll for which weapon type on the Wielder's Weapon Table as shown. If a weapon version is broken, it is not reflected in any of the other versions. You spend a bonus action to summon your Wielder's Weapon in combat or change the weapons form after doing so. The weapon is initially summoned in its first form and can be changed to any other previously unlocked form as a bonus action or reaction any turn afterward. It can be changed freely out of combat.

Transforming your weapon costs a spell slot appropriate to the weapon transformation version. a level 1 spell slot for weapon v2, a level 2 spell slot for weapon v3, and a level 3 spell slot for weapon v4. Returning your weapon to a previous version or advancing it to the next version returns the spell slot of the current version.

Spirit Overdrive[edit]

At level 8, your internal search for power allows you a glimpse into your full potential, and by focusing on it, you can personify that glimpse. Twice per long rest, you can coat yourself in a magical aura the color of your Elemental Weapon for 2 minutes. Your Elemental Damage is applied twice whenever it is applied while this feature is active. This feature takes concentration as a spell would and you must roll a dc10 Constitution save if you are attacked or otherwise distracted and this effect ends if you fail the save or if you do something else that requires concentration.

Celestial Form[edit]

At level 19, you are able to tap into the full extent of your powers as your inner gate opens. When you do so, you take 1 turn to transform as you obtain a semblance of your spirit animal's appearance. Your hair becomes fur, feathers, spikes, or changes in some other way and your features morph to become similar to your spirit animal. This form lasts for 5 minutes. Your AC increases by 1 and your Wielder's Weapon damage increases by 1d10 This feature can only be used once per long rest.

Perfect Converation[edit]

At level 20, you have achieved mastery over your weapon's transformations and can swap between them on a whim without expending an action or a bonus action. Once per rest, you can spend one action to summon all four forms of your weapon at once and they will hover around you for an hour until you attack with them, at which point, the individual weapons vanish. You can target up to 4 enemies within 30ft of you and attack them all at the same time with your Wielder's Weapons. Additionally, you may attack one extra time instead.

Closed Variant[edit]

Instead of a gift, some wielders find that as they grow, their newly awakened powers seem more like a curse. It's as if their powers fight them back at every turn, but they will not give up the pursuit of mastery- even if it means closing off a part of themselves. This can only be achieved through a seal that limits either their physical form or magical prowess. While treated as a disease, there is no known 'cure'. The seal is a caricature of their spirit animal, visible somewhere on their body, and acts as a limiter. Whether it was given to them by someone they trust or forced on them for their own good, it's there to stay.


Seal of Suffering

When you gain this variant at level 1, you gain one of the following features of your choice.

Mana Seal: When you succeed on a weapon attack roll against a creature with your wielder's weapon, you can use your bonus action to attack a second time if able. If your second attack succeeds, you will only deal your elemental damage as shown on the Wielders Table.

Your movement speed increases by 10ft. This does not stack with similar feats that extend movement speed past 10ft.

Your wielder's weapon is not a spellcasting focus and you must rely on other means to cast spells.

At level 9, you stop gaining spell slots and cannot learn more cantrips as shown in the Wielder Table.

Standing within heavily magical environments for longer than an hour harms you. You must make a DC10 wisdom saving throw for every hour you're in a heavily magical environment or take your elemental modifier in psychic damage. You must roll a dex save DC10 to move through magical terrain or take your elemental modifier in psychic damage on a failed roll to move through the terrain.

Physical Seal: You shrink by one size category and your physical characteristics change accordingly. Your head stays the same size as normal but your eyes grow in opposite proportions to your body.

Growing in size harms you. You take 1d4 force damage when your size becomes larger than this and 1d4 force damage every minute until you shrink back to this size or smaller. This damage ignores resistance and immunity. This damage increases to 1d6 at 6th level, 1d8 at11th level and, 1d10 at 16th level

Your wielder's weapon die only goes up to level 5 as shown on the Wielders Table.

You gain access to the expanded spell list for this class.

Your wisdom score increases by 1 to a maximum of 20


Partial Seal Release

At 6th level, you gain enough control of your power to temporarily peel back the seal on your powers a little, allowing you to harness some of your sealed potential at a cost. You gain one of the following features based on your chosen feature at 1st level.

Mana Seal Release: You can take two attack actions per turn when you attack only using your wielder's weapon. You can only use this feature twice per rest.

You stop gaining spell slots as shown on the Wielders Table.

You learn dispel magic or counter spell as a wielder spell. This spell does not count against the number of spells known and can only be cast once per rest. You can only use this spell once per rest.

Physical Seal Release: For one minute, you grow by one size and your proportions become normal. Your wielder's weapon damage returns to normal as seen on the Wielder Table while in this state. You can only use this feature twice per rest.

Your Wielder's Weapon now has the thrown property regardless of its form and can be summoned back to your hand as a bonus action.

When you use your Partial Seal Release, you gain either claws, fangs, flightless wings, or a tail consistent with your spirit animal. The first time you do so, you suffer no adverse effects. If you use this feature again before you finish a long rest, you take damage as outlined in Physical Seal.


Spirit Fusion

Starting at level 13, you gain the ability to alter your form at will, allowing you to forego the negative effects of your seal temporarily. You gain one of the following features based on your chosen feature at 1st level

Mana Seal Transformation: Once per long rest, you may grow by one size and take the form of your spirit animal. Your items and equipment vanish in this form but your ac stays the same. Your walking speed increases by 5 and you gain a fly/swim speed of 30ft depending on your spirit animal. Your unarmed attack in this form is the same as your wielder's weapon. This transformation lasts for a minute.

When you use your Partial Seal Release, you gain 5 temporary hit points and your proficiency with your wielder's weapon doubles

Physical Seal Transformation: Once per day, you may shrink your size to tiny and take the form of your spirit animal for up to 10 minutes. Your equipment and equipped items shrink as well. Your unarmed attack in this form deals the same damage as your wielder's weapon. Once the time is up, you regrow back to your normal size as soon as you enter a space large enough for you to do so. If you stay in this form for an hour, you regrow regardless of your location


Prosperous Seal

At level 18, you've learned to master the ins and outs of your abilities through your seal and can remove it completely for a time. Despite being suppressed, your powers have only grown as you've become comfortable pushing your limits.

Prosperous Mana Seal: When a creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Prosperous Physical Seal: When you succeed on a magical attack with a spell, you can roll a ranged or melee attack with your wielder's weapon as a bonus action


Extended Physical Seal Spell List
1st Level

zephyr strike, faerie fire

2nd Level

scorching ray, mirror image, enlarge/reduce

3rd Level

tongues, clairvoyance

4th Level

banishment

5th Level

summon celestial


Common Variant[edit]

Wielders who find no abnormality in their newly awakened powers strive for growth beyond any other. They are allowed to focus on every aspect of their growth continuously but as they become a jack of all trades, they may ultimately master none. Regardless, they push on to their goals no matter what they may face.


Fledgling Mastery

When you select this variant at level 1, you gain one of the following features

Second Trade: You gain proficiency with one ability save you don't already have proficiency in.

First Steps: Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. You gain another at level 9 and again at level 15.


Of Blade And Magic

At level 6, you gain aptitude in both your wielder's weapon and magic, allowing you to utilize them more effectively together and gaining one of the following features.

Arcane Blade: When you succeed on a magical attack roll with a spell, you can use your bonus action to roll a ranged or melee attack with your wielder's weapon, dealing only your elemental damage as shown on the Wielder's Table if successful

Martial Magic: When you succeed on a weapon attack with your wielder's weapon, you can use your bonus action to roll a second attack with your wielder's weapon, dealing only your elemental damage as shown on the Wielder's Table if successful


Prelude To Perfection

At level 13, you have gained mastery over both weapon and magic to where you can epitomize your strengths and mitigate your failures, gaining the following features.

Critical Failsafe: Once per long rest, when your attack roll or ability check lands on a critical failure, you can roll again and if your die lands on 10 or lower, you keep the critical fail.

Arcane Critical: When you land a critical hit, you can cast a cantrip instead of dealing double damage. This must be decided before rolling damage dice.


Perfect Form

At level 18, when you make a melee attack roll, you can spend 1 spell slot to send out a blade of magic alongside your attack with damage scaling to the level of the spell slot used. Level 1 = 2d4, level 2 = 2d6, level 3 = 2d8, level 4 = 2d10, level 5 = 2d12. The damage is consistent with your elemental damage type.


Devastation Variant[edit]

Some wielders may find repercussions for the use of their power but refuse to stunt any part of their growth or potential. They toil in their own suffering, using the pain to grow ever stronger and making their lives ever shorter. These wielders live unrestrained but ultimately few ever live long after awakening their powers, making them exceedingly rare.


Power At A Cost

When you select this variant at lv1, you gain the following features


Your wisdom score increases by 1 to a maximum of 20

When you cast a spell that is not a cantrip, you must roll against your own spell DC and on a failure, take your elemental modifier times itself in force damage as the spell takes its toll on your body. This damage ignores resistance and immunity.

You can select spells from the expanded spell list of this class.


Mind Over Matter

At level 6, your unstable powers make it so even your enemies can't determine how your spells truly work. Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.


Double Edged Mastery

Out of necessity, you learn how to use your powers as little as possible without sacrificing efficiency, allowing you one of the following features at level 13.


Subtle Strike: You summon your weapon only when attacking. The first time you make an attack roll with your wielder's weapon in combat, you roll with advantage.

Perfect Casting: You only use just enough mana when casting a spell. The first time you cast an attack spell in combat, you roll the dc save with advantage.


Unleashed Potential

At level 18, you can put aside your own mortality, focus all of your energy into a single point, and cast one 6th or 7th-level wizard spell of your choice. This feature can only be used once per long rest.


Extended Devastation Spell List
1st Level

hellish rebuke, shield

2nd Level

crown of madness, mirror image

3rd Level

fear, bestow curse

4th Level

confusion

5th Level

infernal calling


Divergent Variant[edit]

Every Wielder belongs to this variant in some way, but one who truly belongs can evolve their weapon in ways usually seen as impossible or with powers beyond their own, adding to their strength in ways never seen before.


Color Symphony

When you select this variant at lv1, you gain the following features.

Colorful Perspective: You have advantage on performance checks involving using your wielder's weapon.

Color Wheel: The first time you summon your wielder's weapon in a day, roll on the element and color tables. Your weapon retains that element and color for the day and cannot be changed by any means unless it becomes mundane. The element you land on has an added effect based on the elemental chance table.


Elemental Chance

At level 6, you gain one of the following features.

Elemental Magic You gain Chaos Bolt as a 1st level spell but instead of rolling 1d8, you roll 1d10 to determine the attack's damage type. 9 is radiant and 10 is necrotic. This spell does not count toward the total number of spells known.

Risky Chip Once per long rest, you can break a piece off of your wielder's weapon and roll on the element table. The effect you land on affects that piece until a long rest, where it vanishes. The piece is the size of a bead and cannot be resummoned when thrown. If this feature is used only after one long rest, roll a d20. If it lands on a low number, your weapon becomes mundane until the next long rest and the weapon chip does not gain any extra properties. If it lands on a high number, there are no negative effects.


Random Synergy

At level 13, you find that you can alter your elemental attribute to fit the scenario, allowing you one of the following features.


Elemental Adoption: When you damage a creature using a magical damage type, your wielder's weapon damage type changes to match that damage type. This feature can only be used once per long rest.

Elemental Adaptation: When you receive magical damage of any type, your wielder's weapon damage type changes to match that damage type. This feature can only be used once per long rest.


All And Nothing

At level 18, you have become so accustomed to the controlled randomness of your power that you can become lost in it, gaining the following feature.


Once per long rest, you can cast meteor swarm. When you do so, roll on the Weapon Element Table. The spell will deal that damage type instead of fire as the second damage type. You must also roll a d6 to determine what happens when you cast the spell.


6 or 5: The spell is cast as normal.


4 or 3: The spell doesn't cast at all.


2 or 1: The spell is cast completely centered on you.


Elemental Chance Table
Fire Summoning your weapon causes the nearest creature to combust in flames dealing your elemental modifier in fire damage to the creature. The flames do not deal damage after the initial eruption and stay until the weapon is dismissed. If there are no creatures within 30ft of you, you combust instead. If multiple creatures are the same distance, each must roll a dex save, and the one with the lowest roll ignites. This effect does not pierce walls or other barriers that provide full cover.
Necrotic When a creature takes damage from your weapon, it must make your spell dc constitution save or take your elemental modifier in necrotic damage and the creature holding your weapon heals 1d4+ your elemental modifier.
Lightning Attacking with your weapon causes a lightning bolt to arc from your weapon and strike a random creature. Every time you attack with your wielder's weapon, every creature within 15ft must make a Dexterity save against your spell dc. The creature with the lowest roll is struck, taking your elemental modifier in lightning damage. This effect does not pierce walls or other barriers that provide full cover.
Acid Attacking with your weapon causes acid to splash forward 15ft in a line and throwing the weapon causes acid to trail behind it. The acid persists until the weapon is dismissed. Creatures that the acid lands on or walks in it must make your spell dc constitution save or take your elemental modifier in acid damage.
Force Summoning your weapon or striking anything with it causes a shockwave to emanate from the weapon. Any creature or item that isn't being worn or carried up to 50lbs is pushed 5ft away and must roll a Dexterity save against your spell dc or be pushed another 10ft away and take your elemental modifier in force damage.
Psychic When your weapon comes in contact with a creature for the first time, they must roll a Dexterity save against your spell dc, or their thoughts are telegraphed as if they were spoken to every creature in a 30ft radius for one minute. They have disadvantage on attack rolls and ability checks against the creatures that can hear their thoughts.
Poison Summoning your weapon causes a puddle of poison to appear in a 5ft area underneath the weapon. This puddle lasts until the weapon is dismissed. Moving your weapon to any spot for 5 seconds creates a new puddle beneath it. All creatures that enter the puddle or start their turn in it must roll a constitution save against your spell dc or take your elemental modifier in poison damage and be poisoned for 1d4 turns. The damage is repeated at the start of their turn and they repeat the roll at the end of their turn.
Thunder Summoning your weapon or striking anything with it causes a sonic boom from the weapon. Every creature within a 15ft radius must make a Constitution save against your spell dc or take your elemental modifier in thunder damage. The sound can be heard up to 100ft away. This effect does not pierce walls or other barriers that provide full cover.
Radiant Summoning your weapon or striking anything with it causes a bright flash from the weapon. The flash sheds bright light for 15ft and dull light for 5 more feet. Creatures 5ft or closer must make your spell dc Constitution save or be blinded for 1d4 turns or 30 seconds. They repeat the roll at the end of their turn to remove the blindness effect. Blind creatures automatically make this save. This effect does not pierce through walls or other barriers that provide full cover.
Cold Summoning your weapon creates an aura of cold that wafts outward around it. Any non-magical liquid within a 30ft radius around your weapon is chilled and liquid 10ft and closer is frozen. Any creature within 10ft must make a Constitution save against your spell dc or take your elemental modifier in cold damage. This effect does not pierce through walls or other barriers that provide full cover.

Divide Variant[edit]

This kind of wielder can split their elemental attribute and use those individual parts in kind. This gives them, at the very least, three elements that they can switch between on a whim. It also means that it takes more time and effort to master their newfound powers but these are just obstacles to reaching their ultimate goals.


Elemental synergy

When you select this variant at lv1, you gain the following features.


Roll two extra times on the Weapon Element and Color tables or select two extra elements and colors from the tables. Your first chosen element is your primary element while the other two are secondary. When you summon your wielder's weapon, it is always using your primary element. You can use your action to change which element you are currently using. It can be changed freely out of combat.

You gain prestidigitation or thaumaturgy as a cantrip. and this spell does not count toward the total number of cantrips known.


Separated Effort

At level 6, you gain the following feature.


When you succeed on a weapon attack roll against a creature with your wielder's weapon, you can use your bonus action to attack a second time if able. If your second attack succeeds, you will only deal the elemental damage of one of the elements you possess but are not currently using.


Divide and Conquer

At level 13, you gain one of the following features.


Elemental Retaliation: When you are hit by a melee attack, you can use your reaction to deal your elemental damage to the attacker of an element you possess but are currently not using.

Opportune Elements: When a creature you see within 30ft of you makes an attack toward an ally, you can use your reaction to make a ranged weapon attack roll with your wielder's weapon against the creature only using the element you possess but are not currently using.


One For All

At level 18, You learn to focus on your wielder's weapon and expand your magical aura outward to cover a 30ft radius around you in all directions. Up to 5 creatures you choose gain +2 to their ac and are unaffected by difficult terrain. Additionally, they are resistant to charm and if they were already charmed, the charm effect on them ends. This feature lasts up to two minutes or until ended as a bonus action. You can only use this feature once per rest.


Multi Variant[edit]

These wielders house more than one spirit animal and so have the separate powers of at least two elements. They must live with the dual nature of their own powers and allocate their resources accordingly so as to not overwhelm themselves. This also allows them to switch between them and, in some cases, even combine them to create something new.


Spiritual Duality

When you select this variant at lv1, you gain the following feature.


Roll a second time on the Weapon Element and Color tables or select a second element and color from the tables. You also gain a second spirit animal to accompany it. Choose which of those elements to use when you summon your Wielder's Weapon. You can use your bonus action to change which element is in use in combat at the cost of a duality point. It can be changed freely out of combat.


Dual Wielder

At level 6, you learn how to swap elements on the fly, increasing your offensive pressure with little to no effort.


When you successfully land an attack with your wielder's weapon, you can spend 2 duality points to make your bonus action into a second attack dealing half damage with that same weapon using the elemental damage type of the element you are not currently using.


Spiritual Conciliation

At level 13, you can use the turbulent nature of housing two spirit animals to affect the attributes of your own magic.


When you cast a damage-dealing spell, you can use 3 duality points to change the damage type of that spell to the current elemental damage type of your wielder's weapon unless it deals more than one damage type, then only the second damage type changes.


All For One

At level 18, The constant rush of energy from your conflicting elements pushes you forward in battle, allowing you to become relentless in combat.


You can spend 5 duality points to take a second action on your turn as long as that action is an attack using the elemental damage type you are not currently using. If it is a spell, the damage type of the spell changes to the weapon damage type you are currently not using.


Duality Points

The duality point table shows how many points you have and when you will obtain more. You recover all duality points each time you rest.


Duality Table

lv 1 2
lv 3 4
lv 6 6
lv 9 8
lv 12 10
lv 15 12
lv 18 14


Open Variant[edit]

These wielders are special in that their ”gate” is open by default and it allows them to draw immediately from a power that would take other wielders years of time and experience to attain. There is little variety in the abilities afforded to an open wielder, but what they lack in versatility, they make up for in depth.


Elemental Purity

When you select this variant at level 1, you gain the following features.


Elemental Singularity: Every damaging spell you cast only deals the same elemental damage type as your wielder's weapon unless it deals more than one damage type, then only the second damage type changes.

Staying Power: You have advantage against any save required to prevent your wielder's weapon from becoming mundane or breaking.


Unchanging Will

At level 6, you become hardened to your own element and resist the same elemental damage type as your wielder's weapon. In addition, spells you cast ignore resistance to your elemental damage type.


Absolute Element

At level 13, you learn how to apply your elemental abilities to the world around you, gaining the following features.


Elemental infusion: You know the spell elemental weapon and can only cast it with the damage type of your weapon element. This spell does not count against the number of spells known.

Elemental Conversion: When a creature within 30ft of you casts a damaging spell, you can use your reaction to make that spell deal the same elemental damage as your Wielder's Weapon. Unwilling creatures must make a Wisdom save against your spell dc to prevent this effect. You can use this feature once per rest


Master Of One

At level 18, you gain immunity to your elemental damage type. In addition, any spell or effect you create ignores resistance to the same damage type and treats immunity to your elemental damage as resistance to that damage type.


Wielder Spell List[edit]

You have access to all of the spells on the basic wielder spell list and additional spells based on your subclass.

Cantrips

eldritch blast, firebolt, shocking grasp, frostbite, hand of radiance, chill touch, poison spray, acid splash, thunderclap, mind silver, light, minor illusion

1st Level

witch bolt, magnify gravity, burning hands, ray of sickness, inflict wounds, magic missile, detect magic, speak with animals, catapult, grease, identify, bane, dissonant whispers

2nd Level

flaming sphere, darkness, levitate, gentile repose, silence, vortex warp, shatter, gust of wind, calm emotions, suggestion, mind spike

3rd Level

tidal wave, thunder step, fireball, sleet storm, call lightning, vampiric touch, water breathing, fly

4th Level

death ward, elemental bane, hallucinatory terrain, gravity sinkhole, wall of fire, vitriolic sphere

5th Level

scrying, flame strike, cone of cold, dawn, hallow

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the wielder class, you must meet these prerequisites: Dexterity 13 and Wisdom 13

Proficiencies. When you multiclass into the wielder class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons, and Finesse Weapons.

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