Monochromancer (5e Class)
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Monochromancer
Light and Darkness
Creating a Monochromancer
- Quick Build
You can make a Monochromancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose Quarterstaff, Herbalism Kit, and Priest's Pack.
Class Features
As a Monochromancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Monochromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monochromancer level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: 3 of your choice between Arcana, History, Insight, Medicine, Nature, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or or (b) 2 Daggers
- (a) Priest's Pack or or (b) Scholar's Pack
- Herbalism Kit
- If you are using starting wealth, you have 4d4x10 gold pieces in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Twilight Attunement | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Day and Night | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 9 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Twilight Attunement
You have attuned yourself to the forces of light and darkness, and are able to control them to some degree. As a bonus action, you can alternate between Light Stance and Dark Stance and gain access to features depending on which Stance you are currently utilizing. You may choose a Stance during a short or long rest as well.
- Light Stance - You gain a number of hit points at the start of each turn equal to your Monochromancer level, and you may roll a number of additional dice equal to half of the spell's level, rounded down, when healing with magic. You gain access to your Cleric spell list.
- Dark Stance - You deal additional damage equal to your Monochromancer level when attacking and casting magic, and gain a bonus to hit equal to half of the spell's level, rounded up, when casting magic. Otherwise, you gain a bonus to attack rolls equal to your proficiency bonus. You gain access to your Warlock spell list.
Spellcasting
Somehow, one way or another, you found yourself on the thin line that separates the ever-clashing forces of light and darkness. How it happened doesn't matter, but the fact remains you have obtained power only you can wield.
Cantrips
At 1st level, you know six cantrips of your choice from the Cleric and Warlock spell lists. You learn additional Cleric and Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the monochromancer table.
Spell Slots
The Monochromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these monochromancer spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st level spells of your choice from the monochromancer spell list. The Spells Known column of the monochromancer table shows when you learn more monochromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the monochromancer spells you know and replace it with another spell from the monochromancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your monochromancer spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a monochromancer spell you cast and when making an attack roll with one:
- Spell save DC = 8 + your proficiency modifier + your Wisdom modifier
- Spell attack modifier = your proficiency modifier + your Wisdom modifier
Spellcasting Focus
You can use an arcane focus or holy symbol as a spellcasting focus for your monochromancer spells.
Day and Night
The passing of time now fuels your strength. Beginning at 2nd level, you are granted certain bonuses depending on the time of day. These bonuses are constant, and apply regardless of whether or not you are inside or outside. For planes that do not have a day and night cycle, this feature does nothing.
- Day - You gain a 30ft Aura that grants a +2 bonus to the AC of yourself and your allies while in Light Stance, and inflicts a -3 penalty to the AC of hostile creatures while in Dark Stance.
- Night - You can impose disadvantage on an attack roll or spell attack directed at you once per round without expending your reaction. An attack or spell that successfully damages you by means of this feature only deals half damage, or no damage if you are resistant to the damage type, while in Light Stance.
- Alternatively, you deal an additional amount of dice on a roll of 20 equal to one quarter of your monochromancer level, rounded down, when attacking or casting magic while in Dark Stance.
<!-Subclass Feature->
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
<!-2nd level spell list->
- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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