Clairvoyant (5e Class)

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Clairvoyant

An elf quietly walks down a hallway, her gaze directed at the painting covered wall. After a moment she pauses and, with a smirk, pushes a painting aside revealing a wall safe. "We're in luck, they're keeping quite the stash inside", she whispers before getting to work on the lock.

A dwarf effortlessly weaves dodges blow after blow, not loosing focus even for a moment in the chaos of the battlefield. An enemy attempts to strike at his side, but he effortlessly parries the blow and runs him through with one swift motion.

A human holds out a hand, motioning to his ally to stop his spell. "Lightning is a very bad idea, but it is vulnerable to flame", he then adds, directing his gaze to his barbarian friend, "and put down that axe, you're going to get us all killed."

Clairvoyants are born with eyes that see far beyond the ordinary. Their sight pierces darkness, illusions, and much more. With their supernatural powers and incredible reflexes, they are not a foe to underestimate. Sometimes their visual powers are inherited, but it as just as likely that they simply manifested by chance. Clairvoyants are rare, but not unheard of, and they have little trouble finding work in fields where their abilities are of use. Not all Clairvoyants take up dangerous occupations however, many never fully develop their abilities, receiving few benefits

Creating a Clairvoyant

When creating your character consider how you got your eyes. Does it run in the family? How were you treated growing up? Did your unusual eyes earn you respect or even awe from your peers or was it simply an unusual difference that made you the target of bullies as a child? When did you start to develop the more impressive powers your eyes grant you? When and why did you begin training to master their abilities? Why take up a life of adventuring as opposed to using your abilities for any number of other occupations?

Quick Build

You can make a Clairvoyant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal or Folk Hero background.

Class Features

As a Clairvoyant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Clairvoyant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Clairvoyant level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple and Martial Weapons
Tools: none
Saving Throws: Dexterity and Wisdom
Skills: Choose 3 from Acrobatics, Athletics, Arcana, Insight, Investigation, and Perception

Equipment

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

  • (a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a quiver of 20 bolts
  • (a) two shortswords or (b) one rapier
  • (a) a burlgar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
  • Leather Armor

Table: The Clairvoyant

Level Proficiency
Bonus
Clairvoyances Known Features
1st +2 1 Clairvoyance, Clairvoyant Eyes
2nd +2 1 Parry
3rd +2 1 Deflect Missiles
4th +2 2 Ability Score Improvement
5th +3 2 Extra Attack, All Seeing Eye
6th +3 2 Clairvoyant Eyes Feature
7th +3 3 Parry Improvement
8th +3 3 Ability Score Improvement
9th +4 3 Evasion
10th +4 4 Clairvoyant Eyes Feature
11th +4 4 Extra Attack (x2)
12th +4 4 Ability Score Improvement
13th +5 5 Parry Improvement
14th +5 5 Clairvoyant Eyes Feature
15th +5 5 All Seeing Eye Improvement
16th +5 6 Ability Score Improvement
17th +6 6 Diamond Mind
18th +6 6 Elusive
19th +6 7 Ability Score Improvement
20th +6 7 Omniscient

Clairvoyance

You have learned to tap into the power of your visual prowess. At 1st level, you gain one clairvoyance of your choice. Your clairvoyance options are detailed at the end of the class description. When you gain certain clairvoyant levels, you gain additional clairvoyances of your choice, as shown in the Clairvoyances Known column of the Clairvoyant table. Additionally, when you gain a level in this class, you can choose one of the clairvoyances you know and replace it with another clairvoyance that you could learn at that level.

Clairvoyant Eyes

Many Clairvoyants have a power unique to them. Starting at 1st level, you have a subclass from those provided below. Your choice will determine the appearance of your eyes.

Parry

Starting at 2nd level, while you are wielding a finesse weapon and are hit by a melee weapon attack, you can use your reaction to subtract the weapon damage dice plus your Dexterity modifier from the damage you take, potentially causing the attack to cause no damage to you.
At 7th level, if you reduce the damage of an attack to 0 using this feature, you may make a single weapon attack against the attacker as part of your reaction.
At 13th level, you can also subtract your Wisdom modifier from the damage when you use this feature.

Deflect Missiles

Starting at 3rd level, you can deflect the missile when you are hit by a ranged weapon attack. If you do, the damage is reduced by your weapon damage dice plus your Dexterity Modifier, potentially causing the attack to cause no damage to you. Once per short rest you can add your Clairvoyant level to the damage reduction.

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.

Extra Attack

Starting at 5th level, you can make an additional weapon attack when you take the attack action.
The number of attacks increases to three when you reach 11th level.

All Seeing Eye

At 5th level, you may cast clairvoyance, as the spell but without requiring any components. You must finish a short or long rest to use this feature again. At 15th level, you create an additional orb when you use this feature to cast clairvoyance. You can concentrate on both orbs simultaneously.

Evasion

Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's breath attack or an Ice Storm spell. When you are subjugated to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Diamond Mind

Beginning at 17th level, your presence of mind to your surroundings and threats saves you from danger. You have proficiency in all saving throws. Additionally, you may use your reaction to reroll a failed saving throw and take the second result. You must finish a long rest before you can use this part of the feature again.

Elusive

Beginning at 18th level, the present and future blend together letting you see incoming attacks. No attack roll has advantage against you while you aren't incapacitated.

Omniscient

At 20th level, your awareness is beyond all others. You have Advantage on initiative checks and a +5 bonus to Perception, Insight, and Intelligence based skill checks.
In addition, you can use the All Seeing Eye feature at will.

Clairvoyant Eyes

Eye of the Arcane

This eye is a deep blue color and has a black rune in the center. The eye allows you to counter, dispel, and replicate spells. Wisdom is your spellcasting ability for any spells you cast.

Identify

Starting at 1st level, you have advantage on Arcana skill checks made to identify spells and spell effects. In addition, you can cast the identify spell as a ritual.

Dispel

Starting at 6th level, you can cast dispel magic without the necessary components. The DC for this spell increases by 1 for every 2 levels you have in this class beyond 6th level. You must finish a long rest to use this feature again.

Counterspell

Starting at 10th level, you can cast counterspell without the necessary components as a 4th level spell. The DC for this spell increases by 1 for every 2 levels you have in this class beyond 10th level. You must finish a long rest to use this feature again.

Replicate

Starting at 14th level, when you identify a spell that is being cast, you can copy the spell and cast it at the same spell level on your next turn as an Action. If you don't, the copied spell dissipates. You must finish a long rest to use this feature again.

Eye of the Elements

This eye is a crimson red color and has a black whirlpool shape in the center. The eye allows you to conjure bursts of elemental power wherever you direct your gaze. Features that require saving throws have a DC = 8 + your proficiency bonus + your Wisdom modifier.

Elemental Strikes

Starting at 1st level, as a bonus action you may cloak a weapon of yours with elemental energy. For 1 minute, your first hit each turn with this weapon deals an additional 1d4 damage of your choice between cold, fire, or lightning. You must finish a short or long rest to use this feature again.

Elemental Ball

Starting at 6th level, you can cast fireball without the necessary components. For every 2 levels in this class beyond 6th level, increase the spell slot you cast this at by 1 up to a maximum of 9th level. In addition, you may choose to do deal cold or lightning damage instead of fire when you cast this spell in this way. You must finish a long rest to use this feature again.

Maelstrom

Starting at 10th level, you can cast maelstrom without the necessary components. Also, you have advantage on saving throws to maintain concentration on this spell. You must finish a long rest to use this feature again.

Improved Elemental Strikes

Starting at 14th level, when you use your Elemental Strikes feature, all attacks you make with the weapon you chose deal 1d6 damage instead. In addition, you may use this feature twice between rests.

Eye of Foresight

This eye is a bold yellow color like an eagle's and has a black hourglass shape in the center. The eye allows you to see not only what is, but what will be.

Foreboding

Starting at 1st level, you have advantage on initiative rolls and you can't be surprised as long as you are conscious.

Premonition

Starting at 6th level, when an attack would hit you, you can force the attacker to re-rolled, but you must accept the result of the new roll. You must finish a short or long rest to use this feature again.

Precognition

Starting at 10th level, when you miss on an attack roll or fail a saving throw, you can reroll the die but you must accept the result of the new roll. You must finish a short or long rest to use this feature again.

Prophecy

Starting at 14th level, you can cast contact other plane and legend lore once each. You regain use of both spells after you finish a long rest.

Clairvoyances

Aura Sight

You can see the auras that surrounds all creatures; if you can see a creature you can see its aura. You can use an action and make an Arcana skill check, DC= 10 + CR of the creature, to inspect a creature's aura. Success reveals its current emotional state: happy, scared, sad, worried, etc.
At level 4, this improves and you also learn the creature's current hit points.
At level 10, you also learn the creature's vulnerabilities, resistances, and immunities.
At level 16, you also learn if the creature is under any magical or psionic effects.
You may use this clairvoyance a number of times equal to your Wisdom modifier. You regain all uses after you complete a short or long rest.

Devil's Sight

You can see in darkness, natural or magical, up to 120 feet as if it were bright light.

Ethereal Sight

prerequisite 10th level
Your eyes have become so powerful, that you have become aware of the goings on in the planes overlapping the material one. You can see 60 feet into the Ethereal, and vice versa.

Movement Reading

You have a +1 bonus to attacks rolls. At level 4, your attacks gain a +1 bonus damage of your weapon damage type. At level 10 you can add this bonus to your Parry and Deflect Missiles features.

Piercing Gaze

As an action, you can see through stone up to 1 foot thick, one inch of common metal, a thin sheet of lead or 3 feet of wood or dirt, out to a range of 30 feet, until the end of the round. You perceive those objects as ghostly images for the duration. You must finish a short or long rest to use this again.

Preparation

You learn the Guidance Cantrip and can cast it. Also you can cast it as a bonus action on yourself a number of times equal to your Wis modifier, you regain all uses after a long rest.

Scrying Sight

prerequisite 10th level
You can cast the scrying spell three times. You regain all uses after you finish a long rest.

Spell Sight

You can cast detect magic. You must finish a short or long rest to use this again.

Third Eye

prerequisites 4th level
You are able to cast arcane eye three times. You regain all uses of this after you complete a long rest.

Truesight

prerequisites 16th level
You can see in normal and magical darkness as if it were bright light, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane. The range of this is 60 feet. Once you reach 20th level, the range becomes 120 ft.

Multiclassing

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

Proficiencies. When you multiclass into the Clairvoyant class, you gain the following proficiencies: Light Armor, Martial Weapons, and one skill from the classes skill list.



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