User:ZarHakkar/Siphoner, legacy (5e Class)

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The Siphoner

A cloaked figure runs deeper into the temple, clutching his injured arm, the sound of the angry mob echoing throughout the structure. Rounding a corner, he comes to a deep pool, across which lies his goal. Too injured to swim, and with pursuit hot on his heels, he unhooks the stolen dagger covered with a light sheen of frost from his belt and holds it in the injured hand. He lifts his functioning hand to the pool, and with a sharp breath, a wave of chilling energy fires from it and traces across the pool, freezing it solid. With a quick glance behind him, he continues his task, traversing the now-nullified obstacle. Running through the hallway beyond the frozen pool, he reaches his goal and destination. The Alchemy Coin. On the stand in the center of this chamber lies an artifact capable of small scale transmutation. But, with his power, it could be used on such a more significant scale! He picks up the coin and feels its magic, channeling it through his other hand to hurl a blast at the top of the hallway he came from, turning it to sand and collapsing it. With another blast, he turns the pile of sand back into stone, finally stifling the cries of the mob that had been hot on his heels ever since he had taken that damn knife. Turning around, he gets to work digging his way out of the tomb with the power of his newfound artifact.


Exiled from my town, and hunted by those I once looked up to... If it weren't for the gift I had, I wouldn't have been able to make it this far.


A Siphoner's body is a moving point on one of the magical ley lines that encircle the world, making them a natural fountain of raw magic. Even still, they are unable to control this magic directly, and must rely on already existing magic in the world to direct their flow of power. Their connection to magic, similar to sorcerers, comes from their ancestry. A Siphoner might have the essence of a celestial, a devil, or even an elemental flowing in their veins.

However, despite their extraordinary heritage, many would-be Siphoners will go about their entire lives unknowing of their true potential. It is not until the rare occurrence that one gets their hands on a wondrous item that they learn of their abilities, often with devastating results.

The few Siphoners discovered are often captured and imprisoned by mages' guilds for study. Their relative rarity and extraordinary capacity for generating raw magic often leads to them being experimented on by less-than-ethical mages.

Creating a Siphoner

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Image source
A kukri of fire and ice in each hand, the Siphoner is versatile provided they have the items they need.
Quick Build

You can make a Siphoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Urchin background. Third, choose a dagger with an elemental damage type, then a normal dagger, leather armor, and a Dungeoneer's Pack.

Class Features

As a Siphoner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Siphoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Siphoner level after 1st

Proficiencies

Armor: light and medium armor
Weapons: Simple weapons, shortswords, flails, morningstars
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Deception, Athletics, Persuasion, Investigation, Stealth, Sleight of Hand, Survival

Equipment

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

Table: The Siphoner

Level Proficiency
Bonus
Features Siphoner's Points Effect Value
1st +2 Siphoner's Power, Siphoner's Touch, Siphoner's Sphere 3 2d4
2nd +2 Siphoner's Wave 4 2d4
3rd +2 Circle of Elemancy 6 2d4
4th +2 Ability Score Improvement 8 2d4
5th +3 Line of Elemancy, Siphoner's Sculpture 11 3d4
6th +3 Siphoner's Immunity, Siphoner's Armor 14 3d4
7th +3 Siphoner's Transference 17 3d4
8th +3 Ability Score Improvement 21 3d6
9th +4 Siphoner's Heart 25 4d6
10th +4 Pentagram of Elemancy 29 4d6
11th +4 Siphoner's Path 33 4d6
12th +4 Ability Score Improvement 38 4d6
13th +5 Path feature 43 5d6
14th +5 Path feature 48 5d6
15th +5 Path feature 53 5d8
16th +5 Ability Score Improvement 58 5d8
17th +6 Path feature 64 6d8
18th +6 Path feature 70 6d8
19th +6 Ability Score Improvement 76 6d8
20th +6 Path capstone 82 6d8

Siphoner's Power

Siphoner Attack Modifier: proficiency bonus + Intelligence modifier
Siphoner Save DC: 8 + Siphoner attack modifier

Your heritage has made your being a fountainhead of raw, unshaped magic. This torrent of power is too strong and chaotic to be controlled by conventional means, and must be instead be focused through existing magical patterns already found in the world.
You have a number of Siphoner's Points which represent the raw magical power flowing through you. This power is used in conjunction with siphoned magical objects to affect the world around you.
You are allowed to roll a number of d4 equal to your Siphoner level to recover Siphoner's Points during a short rest, and during a long rest, all Siphoner's Points are recovered.

Siphoner's Touch

When you are in contact with a magical object or anything containing magic, usually through touching it or holding it in your hand, you can "siphon" from it, registering it's magical pattern and using that pattern as a template to shape your innate fountainhead of raw magic into a coherent and stable form.
As a byproduct of "siphoning" from a magical object, it is possible to determine certain base properties of its magic, such as school and potency, as well as any elemental alignments. You can also detect similarities in magic between different magical objects.
The inverse of siphoning is a process known as "channeling," where you use your raw magical power in conjunction with the currently registered magical pattern to affect the world around you, usually by touching it. For example, you can hold a dagger enchanted with fire magic in one hand, and hold a piece of meat in the other to cook it.
By using these two inherent abilities in conjunction, you can effectively become both a conduit, filter, and subsequent amplifier of magical power.

Siphoner's Touch Table

When channeling the magic from an item that uses charges, you may instead substitute your Siphoner's Points instead of charges. The amount of siphoner's points per charge is dependent on the rarity of the magical item.

Rarity Point Cost
Common 1 point
Uncommon 2 points
Rare 4 points
Very Rare 8 points
Legendary 12 points

Siphoner's Sphere

While siphoning the magic from an object, as an action, you can expend 1 Siphoner's Point to fire a sphere of magical energy 1 foot in diameter at a target within 120 feet, dealing 2d6 + your int. modifier damage on impact and dealing the basic magical effect equivalent to the siphoned magic. On a critical hit, the advanced magical effect is triggered. Refer to the table at the bottom of the page for examples of these effects.
At 5th level, for 5 Siphoner's Points, you gain the ability to fire a large Siphoner's Sphere 2 feet in diameter, dealing 6d4 + your int. modifier damage and doing the advanced magical effect. Alternatively, you can fire two normal Siphoner's Spheres simultaneously, either of which do not require a critical hit to trigger the advanced effect.

Siphoner's Wave

At 2nd level, while siphoning the magic from an object, as an action, you can expend 2 Siphoner's Points to project a conic blast of magical energy 20 feet in front of you, dealing 4d4 + your int. modifier damage to each creature hit and dealing the basic magical effect equivalent to the siphoned magic. On a critical hit, the advanced magical effect is triggered. Refer to the table at the bottom of the page for examples of these effects.
At 9th level, you gain the ability to perform a supercharged version of this ability for 10 Siphoner's Points, which does 5d8 + your int. modifier damage and has a range of 40 feet. It also does not require a critical for the advanced magical effect to occur. Alternatively, for the same cost, you can perform a normal Siphoner's Wave but in a 360 degree circle around you instead of a cone. This 360 degree Siphoner's wave does not require a critical hit to trigger the advanced effect.

Circle of Elemancy

At 3rd level, while siphoning the magic from an object, as an action, you can expend 6 Siphoner's Points to create a glowing circle 30 feet in diameter at a location within 60 feet of you that you can see. At your command, or at the activation of a set trigger, the circle erupts into a spherical storm of magical energy, causing any creatures present within it to make a specific saving throw against your Siphoner save DC. The type of saving throw is dependent on the siphoned magic used to create the circle. If they fail, they are subject to the advanced magical effect corresponding to the siphoned magic used to create the circle. Refer to the table at the bottom of the page for examples of types of magic, their associated saving throws and advanced magical effects. On a success, nothing happens, or they take half damage if they would have taken damage at all. Once the circle is activated, it fades.

Ability Score Increase

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.

Line of Elemancy

At 5th level, while siphoning the magic from an object, as an action, you can spend 3 Siphoner's Points to project a line up to 30 feet in length at a location within 80 feet that you can see. Any creatures present on or over the line, or who cross the line must make a specific saving throw against your Siphoner save DC. On a failure the creature will take 5d6 + your int. modifier damage and be dealt the basic effect corresponding to the siphoned magic. Refer to the table at the bottom of the page for examples of siphoned magic, their corresponding saving throws and basic effects. The line lasts 6 minutes before disappearing. On a success, they take half damage.

Siphoner's Sculpture

At 5th level, while siphoning the magic from an object, as a reaction to being hit by an attack and for a cost of 7 Siphoner's Points, you may immerse yourself in solidified magic, forming a statue that then ejects you to a spot of your choice within 10 feet. The statue left behind, once hit, explodes in a burst of magical energy and requires the attacker to make a specific saving throw against your Siphoner save DC. On a failure, they are subject to the advanced magical effect corresponding to the siphoned magic used to make the statue. Refer to the table at the bottom of the page for examples of corresponding magic types, saving throws, and effects. On a success, nothing happens, or they take half damage if they would have taken damage at all.

Siphoner's Immunity

At 6th level, you become immune to conditions or effects, magical or nonmagical, that match or are similar to magic you are currently siphoning. For example, if you are siphoning from a dagger enchanted with fire-based magic, you would become immune to fire damage.

Siphoner's Armor

At 6th level, while siphoning the magic from an object, as an action you can expend 7 Siphoner's Points to immerse your body in a solidified form of the magic you are currently siphoning. This grants +2 AC and lasts for 6 minutes.

Siphoner's Transference

At 7th level, by expending a huge amount of energy equal to 17 Siphoner's Points, you can rip a part or the entirety of the magic from an object and transfer it to another object you are holding. While the process only takes about 6 seconds, it is extremely draining and can only be done once per long rest.
For magically-imbued objects larger than you can hold in your hand, the number of Siphoner's Points required is doubled and a time cost of 6 minutes is enacted.
For magically-imbued objects larger than your body, the number of Siphoner's Points required is tripled and a time cost of 1 hour is enacted.

Siphoner's Heart

At 9th level, while siphoning the magic from an object, as an action you can expend 8 Siphoner's Points to form two loyal constructs almost similar to elementals that are composed of a solidified form of the currently siphoned magic. At 13th and 17th level each, you gain the ability to create an additional construct.

Pentragram of Elemancy

At 10th level, while siphoning the magic from an object, as an action you can spend 10 Siphoner's Points to project a pentagram on the ground 20 feet in diameter at a location within 40 feet that you can see. Any creatures within the pentagram become weak to magical forms similar to or matching the magic you are siphoning, taking double damage and gaining disadvantage on saving throws to that magic.. At the same time, if you are within the pentagram, you become immune to any magic that might counter your currently siphoned magic. This pentagram lasts for 6 minutes. As a bonus action, you can move the pentagram to a location you can see within 40 feet of you.

Siphoner's Path

At 11th level, the powers granted to you by your heritage has unlocked the beginnings of a bridge between you and the legacy hidden within your blood. It is time to choose the path you will take.

False God

Your heritage is one of divinity or celestial origin, or, even if it isn't, you are determined to take your place among the gods.

Angelic Nature

At 11th level, you begin to glow with a holy aura. Your attacks now do radiant damage alongside any other damage types.

At 14th level, your celestial essence begins to shine through more and more. You begin to shine with a bright light and are now immune to radiant damage.

At 17th level, you form wings of radiant energy. You now have a flight speed equal to twice your base movement speed.

Radiant Blast

At 13th level, your Siphoner's Sphere becomes a radiant blast, a beam of holy energy capable of passing through creatures and hitting multiple targets.

Divine Gift

At 15th level, when performing Siphoner's Transference, for a cost of 27 Siphoner's Points, instead of merely transferring the magic from one object to another, you can duplicate the magic.

Domain of Light

At 18th level, the effects of Siphoner's Sculpture are drastically changed. The statue does not eject you, and upon being shattered, creates a small pocket dimension. Time is stopped and all friendly creatures within 40 feet of the statue are teleported into this space, where time flows normally. This pocket dimension lasts for 6 hours or until you decide to close it, upon which every creature inside picks a space within 40 feet of the statue to reappear in. Once every creature has rematerialized, the flow of time resumes as normal and the normal effect of Siphoner's Sculpture occurs.

False Devil

Your heritage is one of demonic origin, or, even if it isn't, you are determined to place yourself in the seat of power among the devils.

Infernal Nature

At 11th level, you begin to give off a sinister aura. Your attacks now do necrotic damage alongside any other damage types.

At 14th level, your unholy nature begins to show its true colors. Your skin becomes rough and takes on a malicious tone. Your maxmimum hitpoints increase by your intelligence modifier times your level.

At 17th level, you grow devilish horns and wings. You now have a flight speed equal to twice your base movement speed.

Arcing Darkness

At 13th level, our Siphoner's Wave becomes a wave of dark energy. For every creature struck by this wave, you heal 2d8+4 hit points.

Destructive Transference

At 15th level, when performing Siphoner's Transference, instead of transferring the magic in an object, you instead destroy it completely, using the fractured magic to fuel one of the following effects.

  • Your health and Siphoner's Points are fully restored.
  • Your next attack has an extra 1d100 unresistable damage.
  • You increase an ability score corresponding to the item's magic type by 1. You can increase an ability score to 22 using this feature.

Army of Darkness

At 18th level, your constructs created by Siphoner's Heart become demonic in nature, and begin to deal necrotic damage.


True Balance

Your heritage can be traced back to the primordials and elementals, or, even if it can't, you believe that the best path to take is one that does not upset the balance of powers.

Awakening Form

At 11th level, your Siphoner's Armor requires a bonus action to activate, instead of a regular action, and transforms your entire body into a being of the siphoned magic similar to an elemental in structure for its duration, and during that duration you gain the ability to alter your size. You can choose to be either a size larger or size smaller than your original size.

At 14th level, while under the effects of Siphoner's Armor, you gain wings made of the same substance your body now is. You have a flight speed of double your base movement speed.

At 17th level, you have far exceeded the limits of any ordinary Siphoner, and can now be permanently in your Siphoner's Armor form.

Altered Nature

At 13th level, taking a full day, you can absorb a familiar magical object into your body. This is done once, and once it is done, it and its effects are permanently a part of you. From this point onward, you can form your limbs into weapons composed of magical energy. You are proficient in these weapons and they deal the weapon damage they would normally do + your Siphoner Effect Value.

At 17th level, you can absorb a second familiar magical object into your body. The process of which takes two days, and you must face your inner demons to complete it (what this entails is up to your DM).

Embodied Affect

At 15th level, your channeling ability becomes immensely more powerful. From a mere touch, you are now able to inflict the advanced magical effect corresponding to the siphoned object. Refer to the table at the bottom of this page for examples of siphoned magic and it's corresponding effects.

At 18th level, your power expands even further, to the point of being emanated from your body. You can now alter terrain in a radius of 10 ft times your int. modifier around you in a way according to your currently siphoned magic. You can turn it into difficult terrain, and even have it inflict an amount of damage equal to your Siphoner's Effect Value.

Master of Self

At 20th level, your power has grown to rival some of the strongest elementals. You can now absorb any magical object into your body over a period of 6 hours, acquiring an integrating its magical properties into your own. At this point, you gain a Divine Ranking of 0.

Elementalist

You reject the path innate in your blood and instead focus on mastery of the skills you have developed thus far.

Class Feature

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Siphoned Magic Example Table

This table contains examples of the potential magic types a Siphoner might be able to siphon from objects in the world and effects they might have on that Siphoner's abilities.
EV stands for Effect Value, which can be found on the Siphoner table. If you do not have an appropriate magical effect for a siphoned item, use this table. However, if an item already has a magical effect that is better than the effect listed in this table, use that effect instead.

Siphoned Magic Saving Throw Basic Magical Effect Advanced magical effect
Fire-based Dexterity Fire damage type Immolated (EV fire damage each turn until they can beat the saving throw) OR Exploded (2x EV fire damage, half on success)
Cold-based Constitution Cold damage type Frozen (2x EV cold damage; incapacitated until they can beat the saving throw)
Poison-based Constitution Poison damage type Poisoned (EV poison damage each turn until they beat the saving throw)
Acid-based Dexterity Acid damage type Melted (2x EV acid damage, half on success)
Psychic-based Wisdom or Intelligence Psychic damage type Confused (EV psychic damage; confused, stunned, or disoriented until they beat the saving throw)
Necrotic-based Constitution Necrotic damage type Disintegration (2x EV necrotic damage, half on success)
Radiant-based Constitution Radiant damage type Blinded (blinded until they beat the saving throw)
Lightning-based Dexterity Lightning damage type Stunned and/or electrocuted (EV lightning damage; stunned until they can beat the saving throw)
Thunder-based Constitution Thunder damage type Stunned or deafened (EV thunder damage; stunned or deafened until they can beat the saving throw)
Force-based Strength Force damage type Crushed (2x EV force damage, half on success)
Teleportation-based Charisma Force damage type Transported (teleported to another location)
Transmutation-based Constitution Force damage type Transformed (2x EV force damage, potentially crippling)
Conjuration-based Dexterity Force damage type Surrounded by things (2x EV bludgeoning, slashing or piercing damage if things are harmful, none if not)
Enchantment-based Wisdom or Charisma Psychic damage type Compelled (mislead until they can make the saving throw)
Illusion-based Wisdom Attack passes through target Surrounded by illusions (nondamaging but variable effect)
Healing-based Constitution Healed instead of damaged Healed (2x EV health returned)
Protection-based Charisma Hit target blocks next attack Protected (+AC equal to your int. modifier for 6 minutes or longer)
Nullification-based Charisma Loses magic for a moment Magic is suppressed until they can beat the saving throw
Divination-based Charisma You hear a single thought of the target Information of a certain type is revealed through some means (nondamaging but variable effect)

By default, if the creature is repeatedly unable to make the saving throw for an over time effect (like being frozen solid), then the effect will wear off in an hour.

Note, this is intended for use to clarify things in combat. In noncombat situations, the basic effect is simply a smaller-scale version of the advanced effect. For example, a Siphoner wielding a dagger enchanted with frost magic might hurl a cold-based Siphoner's Sphere at a puddle of water, which, even though the table says this just does cold damage, will result in the puddle being frozen solid. If people start complaining over the exact area of effect that your abilities have on the world, then point them here: For enviromental situations, a basic magical effect affects an area a radius of 5 feet from a single impact, while an advanced magical effect affects an area a radius of 15 feet from a single impact.

Multiclassing

Prerequisites. To qualify for multiclassing into the Siphoner class, you must meet these prerequisites: Intelligence 13 or higher.

Proficiencies. When you multiclass into the Siphoner class, you gain the following proficiencies:



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