Deprived (5e Class)
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Deprived
Unclothed, origin unknown. Has nothing to fight with, except life-affirming flesh.
Unclothed And Unbound
The sole advantage of the Deprived is the flexibility that they offer, able to become any kind of character equally well.
Variant Rule: Unbound Origin
When creating a deprived, you can forego the standard process of determining ability scores (rolling, point buy, standard array, etc.) and instead take a score of 10 for all abilities (not including racial bonuses).
Class Features
As a Deprived you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Deprived level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Deprived level after 1st
- Proficiencies
Armor:
Weapons: Any One Simple Melee Weapon
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any One Simple Melee Weapon
Level | Proficiency Bonus |
Soul Points | Embers | Features |
---|---|---|---|---|
1st | +2 | +15 | 1 | Soul Strengthening, Spellcasting, Unkindled |
2nd | +2 | +10 | 2 | Embered Soul |
3rd | +2 | +10 | 3 | — |
4th | +2 | +10 | 3 | Ability Score Improvement |
5th | +3 | +15 | 4 | — |
6th | +3 | +10 | 4 | — |
7th | +3 | +10 | 4 | — |
8th | +3 | +10 | 5 | Ability Score Improvement |
9th | +4 | +10 | 5 | — |
10th | +4 | +15 | 5 | — |
11th | +4 | +10 | 6 | — |
12th | +4 | +10 | 6 | Ability Score Improvement |
13th | +5 | +10 | 6 | — |
14th | +5 | +10 | 7 | — |
15th | +5 | +15 | 7 | — |
16th | +5 | +10 | 7 | Ability Score Improvement |
17th | +6 | +10 | 8 | — |
18th | +6 | +10 | 8 | — |
19th | +6 | +10 | 8 | Ability Score Improvement |
20th | +6 | +15 | 10 | — |
Soul Strengthening
As a deprived, you were born with a sickly spirit, you must become stronger by feasting on the souls of your enemies and taking their experience for yourself. Every level grants you a limited number of Soul Points, which can be exchanged for Soul Boons (Found on the Soul Boon List) which can be used to strengthen oneself or gain new class features. Each Boon costs a different number of Soul Points, so they must be spent wisely. Soul points can be saved up to unlock Specialized and Greater Boons. You can spend your soul points at the end of a short or long rest.
Spellcasting
You posses the potential of feats of magic yet untapped. At 1st level, you posses no Cantrips, Spells or Spell Slots; however, you can acquire spells from any spell list via Soul Strengthening. You also have access to unique Deprived spells available on the Deprived Spells list.
Unless stated otherwise, all expended spell slots return at the end of a long rest.
Spellcasting Ability
The spellcasting ability for your spells is determined by the spell list that it came from.
Spell save DC = 8 + your proficiency bonus + spellcasting ability modifier
Spell attack modifier = your proficiency bonus + spellcasting ability modifier
Unkindled
As a deprived, your soul is composed of the fragments of an ancient flame. You can expend the embers of your soul to fuel many of your Soul Boons. Consumed embers return at the end of a long rest unless specified otherwise.
Embered Soul
Starting at 2nd level, you can use an action to consume an ember to gain temporary hit points equal to 25% of your hit point maximum rounded up for the next 5 minutes.
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.
Multiclassing
Due to the nature of your soul, you cannot multiclass in or out of the deprived class.
Soul Boon
You can spend soul points to acquire many different Soul Boons. A boon marked with the Limited tag can only be taken a set number of times. If a limited boon does not specify the limit, you can take it only once.
Ability Score Increase. Cost: 1 SP
You can increase one ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Hit Points. Cost: 1 SP
You increase your HP by 1.
Proficiency. Cost: 1-10 SP
You gain proficiency in any one skill, language, tool, weapon, or armor type. Some proficiencies cost more than others.
- Simple Melee Weapon
- 1 SP
- Martial Melee Weapon
- 5 SP
- Simple Ranged Weapon
- 5 SP
- Martial Ranged Weapon
- 8 SP
- Shields
- 3 SP
- Light Armor
- 5 SP
- Medium Armor
- 8 SP
- Heavy Armor
- 10 SP
- Standard Language
- 4 SP
- Exotic Language
- 6 SP
Saving Throws. Limited. Cost: 5 SP
You gain proficiency in saving throws for any 1 ability. This Boon can be taken only twice.
Spell Slots. Limited. Cost: 1-9 SP
You acquire a single spell slot. The cost of a spell slot is equivalent to its level (a first level slot costs 1 SP, a second level slot costs 2 SP, etc).
You can only take a limited number of spell slots per slot level, and only at specific Deprived levels.
- 4 1st level spell slots.
- 3 2nd level spell slots. (Available at 3rd level)
- 3 3rd level spell slots. (Available at 5th level)
- 3 4th level spell slots. (Available at 7th level)
- 3 5th level spell slots. (Available at 9th level)
- 2 6th level spell slots. (Available at 11th level)
- 2 7th level spell slots. (Available at 13th level)
- 1 8th level spell slots. (Available at 15th level)
- 1 9th level spell slots. (Available at 17th level)
Cantrips. Limited. Cost: 1 SP
You take 3 cantrips from any spell list. Your cantrips can be exchanged with any cantrip from the same spell list whenever you take a short rest, or from another spell list when you take a long rest.
You can take this Boon again at 10th level.
Spells. Limited. Cost: 1-9 SP
You acquire a single spell from any spell list. The cost of a spell is equivalent to its level (a first level spell costs 1 SP, a second level spell costs 2 SP, etc). You can exchange one spell for another spell from the same spell list for free whenever you level up.
You can only acquire a limited number of spells per level.
- 2 spells at 1st level.
- 4 spells at 3rd level.
- 6 spells at 5th level.
- 8 spells at 7th level.
- 10 spells at 9th level.
- 12 spells at 11th level.
- 14 spells at 15th level.
- 15 spells at 17th level.
Specialized Boons
Specialized Boons are much more specific in their application. You may take a maximum of 10 unique Specialized Boons, and each can be taken only once unless stated otherwise. Note: Sub-Boons (Boon upgrades) do not count against your total number of Specialized Boons. A Deprived may take only 2 Specialized Boons with the Restricted tag.
Fighting Style. Cost: 10 SP
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Recovery. Cost: 18 SP
You regain spell slots at the end of a short or long rest.
Blazing Recovery. Cost: 18 SP
You regain embers at the end of a short or long rest.
Puglism. Cost: 5 SP
Your practice of martial arts gives you master of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain deprived levels, as shown below.
- 1d6 at 5th Level
- 1d8 at 11th Level
- 1d10 at 17th Level
- When you use the Attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action.
Soul-Empowered Strikes. Prerequisite: Level 6. Cost: 5 SP
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ritual Casting. Cost: 4 SP
You can cast spells from any one spell list of your choice as a ritual if that spell has the ritual tag.
This Boon can be taken again at 5th, 11th and 17th Level.
Casting Focus. Cost: 4 SP
You can choose one of the following objects as a casting focus for your spells.
- A Musical Instrument
- A Holy Symbol
- A Druidic Focus
- An Arcane Focus
Unarmored Defense. Cost: 5 SP
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution or Wisdom modifier (your choice).
Second Wind. Cost: 8 SP
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d6 + your deprived level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Danger Sense. Prerequisite: Level 2. Cost: 5 SP
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack. Prerequisite: Level 2. Cost: 5 SP
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Weapon Arts. Prerequisite: Level 3. Cost 8 SP
You learn weapon arts that are fueled by embers.
Weapon Arts. You learn three maneuvers of your choice from the Battle Master Maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Whenever you use a maneuver, you expend one ember in place of a superiority die, which are d8s for the sake of this Boon.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Extra Arts. Prerequisite: Level 7. Cost: 2 SP
You learn 2 additional maneuvers. Each time you take this Sub-Boon, you can also replace one maneuver you know with a different one.
You can take this Sub-Boon again at 10th, and 15th Level.
Improved Arts. Prerequisite: Level 10. Cost: 2 SP
Your superiority dice turn into d10s.
You can take this Sub-Boon again at 18th level to turn them into d12s.
Fast Movement. Prerequisite: Level 5. Cost: 5 SP
Your speed increases by 10 feet while you aren't wearing heavy armor.
Extra Attack. Prerequisite: Level 5. Cost: 6 SP
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can take this Boon again at 11th and 20th Level for a third and fourth attack.
Dark Soul. Prerequisite: Level 3. Cost: 4 SP
Whenever you cast a spell that deals damage or make an attack against a creature, you can add extra necrotic damage equal to twice the modifier of your lowest ability score + Proficiency (minimum of 1). When you do so, you consume an ember.
Feral Instinct. Prerequisite: Level 7. Cost: 8 SP
Your instincts are so honed that you have advantage on initiative rolls.
Brutal Critical. Prerequisite: Level 9. Cost: 8 SP
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
You can take this Boon again at 13th and 17th Level for a third and fourth die.
Indomitable. Prerequisite: Level 9. Cost: 15 SP
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can take this Boon again at 13th and 17th level for a 2nd and 3rd use in between long rests.
Favored Enemy. restricted. Cost: 5 SP
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Action Surge. Restricted. Prerequisite: Level 2. Cost: 10 SP
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Sage's Tome. Restricted. Cost: 6 SP
When you take this Boon, you create a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Prepared Spells
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your deprived level (minimum of one spell). The spells must be of a level for which you have spell slots. Prepared spells do not count against your number of known spells.
For example, if you're a 3rd-level deprived, and you have 4 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your prepared spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a prepared spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your deprived level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level deprived, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Sage's Knowledge. Prerequisite: Level 2. Cost 1 SP
You can add a wizard spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots.
You can take this Sub-Boon twice per level.
Spell Secrets. Prerequisite: Level 2. Cost: 5 SP
You master an arcane secret uncovered by your extensive studies.
When you cast a prepared spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
When you cast a prepared spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a Fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.
Power Within. Restricted. Cost: 10 SP
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- • You have advantage on Strength checks and Strength saving throws.
- • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a deprived, as shown below.
- +2 at Level 1
- +3 at Level 10
- +4 at Level 13
- • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
while raging, you take 1 point of damage at the end of your turn.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Raging costs 1 ember.
Your rage can be further upgraded by spending Soul Points.
Relentless Power. prerequisite: Level 11. Cost: 6 SP
Your rage can keep you fighting despite grievous wounds. Raging no longer damages you, and if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Power. Prerequisite: Level 15. Cost: 8 SP
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Karma. Restricted. Prerequisite: Level 2. Cost: 8 SP
Your training allows you to harness the mystic energy of Karma. Your access to this energy is represented by your embers.
You can spend these points to fuel various karma features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You can learn more karma features by spending Soul Points.
Some of your karma features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Karma save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ember to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ember to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ember to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Deflect Missiles. Prerequisite: Level 3. Cost: 5 SP
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your deprived level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ember to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Stunning Strike. Prerequisite: Level 5. Cost 5 SP
You can interfere with the flow of karma in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ember to attempt a stunning strike. The target must succeed on a Constitution saving throw. On a failed save, a a creature takes the same amount of damage inflicted on yourself while the aura was active, or half as much on a success.
Karmic Justice. Prerequisite: Level 7. Cost 5 SP.
You absorb the negative karma of your foes and turn it back against them. You can expend 1 ember to wrap yourself in karmic energy for 1 minute (or 2 combat turns). At the end of the duration (or end of the second turn), all creatures within a 5 foot radius must make a constitution saving throw. On a failed save, a creature takes thunder damage equal to the amount of damage inflicted on yourself while the karmic energy was active and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
Soul Inspiration. Restricted. Cost: 8 SP
You can inspire others through channeling the raw essence of the soul. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Soul Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Soul Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Soul Inspiration die is rolled, it is lost. A creature can have only one Soul Inspiration die at a time.
Using this feature consumes an ember.
Greater Inspiration. Prerequisite: Level 5. Cost 5 SP
Your Soul Inspiration die is increased to a d8.
You can take this Sub-Boon again at 10th and 15th Level, increasing it to a d10, and then a d12.
Metamagic. Restricted. Prerequisite: Level 3. Cost: 8 SP
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 ember and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 ember to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 ember to make the range of the spell 30 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 ember to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ember to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 embers to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 embers to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 ember to cast it without any somatic or verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of ember equal to the spell's level to target a second creature in range with the same spell (1 ember if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Extra Magic. Prerequisite: Level 10. Cost: 3 SP
You gain 1 more Metamagic option of your choice. You can take this Sub-Boon again at 17th Level.
Faerûn Flash Sword. Restricted. Prerequisite: Level 3. Cost: 10 SP
You can use your action to create a flash weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. 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.
Your flash weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your flash weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your flash weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your flash weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Flash Sword. Cost: 10 SP
You can use any flash weapon as a spellcasting focus for your spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
You can take this Sub-Boon again at 9th and 15th level to increase the damage bonus to +2 and +3 respectively.
Old Moonlight. Prerequisite: Level 5. cost: 10 SP
You can choose to consume an ember and launch a penetrating wave of magical energy from out of the blade.
All creatures withing 15 feet in front of you in a straight line must succeed on a dexterity saving throw against your spell save DC or take 4d6 Force damage.
Miracle. Restricted. Prerequisite: Ability To Use A Holy Symbol. Cost: 8 SP
you gain the ability to channel divine energy of the gods, using that energy to fuel magical effects. You start with one such effect: Turn Undead. More miracles can be gained by spending Soul Points.
When you use your miracle, you choose which effect to create. You must then finish a short or long rest to use your Miracle again.
Some miracle effects require saving throws. When you use such an effect, the DC equals your spell save DC.
Beginning at 6th level, you can use your Miracle twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Miracle: Turn Undead
As an action, you present your holy talisman and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Miracle: Lay on Hands. Cost: 5 SP
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your deprived level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Miracle: Divine Smite. Prerequisite: Level 2. Cost: 5 SP
When you hit a creature with a melee weapon attack, you can expend one ember to deal radiant damage to the target, in addition to the weapon's damage. The damage can be increased by expending more embers at a rate of 1d8 per ember spent, up to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Miracle: soul Appease. Prerequisite: Level 5. Cost: 8 SP
As an action, you present your holy talisman and speak a prayer ushering the dead to return to rest. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it takes 8d6 radiant damage, or half as much on a success.
Greater Boons
Greater Boons are much more powerful than normal boons and are much more taxing on the soul. A Deprived may only take a maximum of 2 Greater Boons. Unless stated otherwise, each Greater Boon can be taken only once.
Relentless Soul. Prerequisite: Level 15. Cost: 8 SP
When you roll initiative and have no embers remaining, you regain 1 ember.
Spell Mastery. Prerequisite: Level 15. Cost: 8 SP
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know. They don't count against your number of known spells and you can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells. Prerequisite: Level 17. Cost: 10 SP
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells that you know as your signature spells. You can cast each of them twice at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Feral Senses. Prerequisite: level 18. Cost: 12 SP
You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Empty Body. Prerequisite: Level 18. Cost: 12 SP
You can use your action to spend 2 embers to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 4 embers points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Indomitable Might. Prerequisite: Level 18. Cost: 12 SP
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Elusive. Prerequisite. Level 18. Cost: 12 SP
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Primal Champion. Prerequisite: Level 20. Cost: 18 SP
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Stroke of Luck. Prerequisite: Level 20. Cost: 18 SP
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Unwavering Soul. Cost: 225 SP
You have withstood great trials and refused to give in, saving every soul point you have ever earned for this moment.
You are now resistant to all physical attacks and immune to all magical damage and status effects. You additionally receive a +15 bonus to all attack and damage rolls.
You now also crit on any roll above 15.
Deprived Spells
Cantrips
- Pyromancy
1st Level
2nd Level
- Pyromancy
3rd Level
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