Allogene (5e Class)
Allogene (Vision Holder, Variant)[edit]
A Vision is a gift bestowed upon those who dwell in Teyvat and are recognized by the gods. They grant the user elemental abilities based on the element of their given Vision. It is said that those with Visions have a chance of ascending to Celestia and attaining godhood themselves. Wielders of Visions are called allogenes,
About Visions[edit]
Visions of all 7 elements. [1] |
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Very little is known about Visions, even to those who have been bestowed with one as well as those who research Visions. The one thing that is known for certain is that Visions are conduits for their associated elements. However, the means by which Visions allow their wielders to harness elemental energy, as well as what is exchanged for this power, are a mystery. The way their powers manifest also vary based on the user's skills and personality. A vision appears as a small crystal, within coloration and an insignia based on which element it's associated with.
Receiving a Vision[edit]
There is a saying that "when a person's ambition reaches a certain strength, the gods look upon them with favor" or that "when one's fervent ambition burns brightly, the gods will cast their gaze upon you, "upon which a Vision appears, making Visions representations of their bearers' ambitions. Visions have been received in many different situations, ranging from near-death experiences to the mundane.
Creating an Allogene[edit]
Hu Tao, a wielder of a Pyro Vision. [2] |
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{{{3}}} |
What was your character's ambition that caused them to receive a vision?
How did your character receive their vision?
How does your character's personality become manifest through the elemental abilities of their vision?
- Quick Build
You can make an allogene quickly by following these suggestions. First, the ability corresponding to your vision should be your highest ability score, followed by Dexterity or Strength. Second, choose the commoner background. Third, choose to wear no armor, and use a weapon that corresponds to your weapon training.
Class Features
As a Allogene you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Allogene level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Allogene level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose any 2 skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Vision
- (a) 1 weapon of which you are proficient or (b) A spell tome (Catalyst only)
- 1 weapon of which you are proficient
- Explorer's Pack
Level | Proficiency Bonus |
Features | Spell Slots | Spell Slot Level | Spells Known |
---|---|---|---|---|---|
1st | +2 | Vision, Weapon Training, Unarmored Defense, Elemental Skill, Elemental Burst | - | - | - |
2nd | +2 | Spellcasting | 1 | 1st | 2 |
3rd | +2 | Elemental Skill Improvement | 2 | 1st | 2 |
4th | +2 | Ability Score Improvement | 2 | 1st | 3 |
5th | +3 | Weapon Training Feature I | 2 | 2nd | 3 |
6th | +3 | Elemental Burst Improvement | 2 | 2nd | 4 |
7th | +3 | Vision Feature I | 2 | 2nd | 4 |
8th | +3 | Ability Score Improvement | 2 | 2nd | 4 |
9th | +4 | Elemental Skill Improvement | 2 | 3rd | 5 |
10th | +4 | Adventurer's Boon | 2 | 3rd | 5 |
11th | +4 | Elemental Burst Improvement | 3 | 3rd | 6 |
12th | +4 | Ability Score Improvement | 3 | 3rd | 6 |
13th | +5 | Celestia's Blessing | 3 | 4th | 6 |
14th | +5 | Weapon Training Feature II | 3 | 4th | 6 |
15th | +5 | Elemental Skill Improvement | 3 | 4th | 7 |
16th | +5 | Ability Score Improvement | 3 | 4th | 7 |
17th | +6 | Vision Feature II | 4 | 5th | 7 |
18th | +6 | Celestia's Blessing Improvement | 4 | 5th | 7 |
19th | +6 | Ability Score Improvement | 4 | 5th | 8 |
20th | +6 | Elemental Burst Improvement | 4 | 5th | 8 |
Vision[edit]
Your Vision is a small crystal that belongs to one of 7 elements. Choose from the table below.
Element | Allogene Ability Score | Allogene Damage Type |
---|---|---|
Pyro | Charisma | Fire |
Hydro | Intelligence | Magical Bludgeoning or Water[1] |
Cryo | Charisma | Cold |
Electro | Intelligence | Lightning |
Anemo | Wisdom | Magical Bludgeoning or Wind[2] |
Geo | Constitution | Magical Bludgeoning |
Dendro | Wisdom | Poison |
With each element, there is an ability score associated with it that will be referenced throughout your class features. This will be called your allogene ability score. You use your allogene ability score modifier when setting the saving throw DC for various elemental abilities you cast and when making an attack roll with one.
- Vision Save DC = 8 + your proficiency bonus + your allogene ability score modifier
- Vision attack modifier = your proficiency bonus + your allogene ability score modifier
Additionally, each element has a damage type associated with it. This will be referred to as your allogene damage type.
Your vision type will also grant additional spell choices at 2nd level, additional features at 7th and 17th level, and determine the resistances give by your 13th level Celestia's Blessing.
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity or Strength modifier + your allogene ability score modifier.
Weapon Training[edit]
At 1st level, you choose a weapon type. Choose between Sword, Claymore, Polearm, Catalyst, and Bow. Your choice grants you features at 1st level and again at 5th and 14th level.
Weapon Type | Bonus Proficiencies | Additional Feature |
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Sword | Longsword, Shortsword, Rapier, Scimitar | When you are wielding a melee weapon no other weapons, you gain a +2 bonus to damage rolls with that weapon. The weapon must not have the two-handed or heavy property for you to gain this benefit. |
Claymore | Greatsword, Greataxe, Maul | 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 reroll 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. |
Bow | Longbow, Heavy Crossbow | As a bonus action, you may charge any ranged weapon you are holding with elemental energy. The next piece of ammunition fired from that weapon deals additional damage equal to your allogene ability score modifier, and the weapon's damage is converted to your allogene damage type. |
Polearm | Pike, Halberd, Glaive, Trident | When you take the Attack action with Pike, Halberd, Trident, Glaive, Spear, or Quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack and deals 1 bludgeoning damage. Additionally, while using Spears and/or Quarterstaffs, you may use Dexterity, instead of Strength, for attack and damage rolls. |
Catalyst | – | You are able to express your elemental energy through a catalyst, which can be a spell tome, or a magically charged crystal. While holding a catalyst, you can cast Primordial Rush as a cantrip, using your allogene ability score modifier as spellcasting ability. |
Elemental Skill[edit]
At 1st level, you gain an Elemental Skill, which is your primary form of elemental expression. This talent can take a variety of shapes depending on the person, but after you decide what your Elemental Skill will be, it cannot change. You may also give a name to your Elemental Skill.
Initially, your Elemental Skill is limited, but at 3rd, 9th, and 15th level, you will be given additional options to enhance your talent. You may activate your Elemental Skill on your turn as an action unless otherwise noted, and it has a different effect based on what you choose from the following table.
Skill Type | Skill Effect |
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Attack-type | Make a melee attack using your Vision attack modifier against one creature within 5 feet of you. On a hit, you deal 2d6 damage of your allogene damage type. |
Shield-type | You create a mostly transparent protective barrier around yourself, gaining temporary hit points equal to (your allogene ability score modifier × your allogene level) + 5 for 1 minute. The protection disappears prematurely if the temporary hit points are reduced to 0, or another effect replaces the temporary hit points. |
Area-type | A 10-foot radius sphere of elemental energy appears from a point that you designate within 30 feet. Creatures you choose inside must make a Constitution saving throw against your Vision Save DC, taking 1d4 damage of your allogene damage type on a fail, or half that damage on a success. You receive 2 counters. At the start of each of your turns, you lose 1 counter, and creatures you choose inside the sphere must repeat the saving throw. If your turn starts and you have 0 counters, the sphere disappears. Also, if you cast your Elemental Skill again, the sphere disappears. |
Conversion-type | As a bonus action, you channel energy into your weapon, infusing it and converting it's damage to your allogene damage type for 1 minute. Additionally, you may use your allogene ability score modifier, instead of Strength or Dexterity for attack and damage rolls of attacks made using the weapon, and up to once per turn for the duration, you may add 2 to one damage roll of an attack made using the weapon. If you are holding a catalyst, this additional damage may be applied to one damage roll of any spell, instead of a weapon attack. |
Summoning-type | You create an elementally charged creature in an open space within 10 feet. It's CR may be no greater than ¼, and it must be the same creature every time. Additionally, the creature's appearance changes to match your vision's element, and all the damage that it deals is converted to your allogene damage type. It lasts for 1 minute, and requires Concentration to maintain its presence, as if you were concentrating on a spell. |
You may use your Elemental Skill a number of times equal to your allogene ability score modifier (minimum of once), and regain all uses after completing a long rest.
- Elemental Recovery
When you complete a short rest, you may regain a number of uses of your Elemental Skill equal to half of your allogene ability score modifier (rounded down, minimum of one). After recovering Elemental Skill uses this way, you may not do it again until you complete a long rest.
- Energy
You also have a resource called energy, used for casting an Elemental Burst. You can store up to 50 energy, and regain energy when completing certain actions, such as using an Elemental Skill or casting a spell. Additionally, whenever you complete a long rest, you regain 25 energy.
- Elemental Frenzy
After casting an Elemental Skill you immediately gain 10 energy, and enter Elemental Frenzy for 1 minute. For the duration of Elemental Frenzy, you gain 2 energy every time you deal damage that matches your allogene damage type for the first time each turn.
Elemental Burst[edit]
At 1st level, you gain an Elemental Burst, which is your ultimate form of elemental expression. This talent can take a variety of shapes depending on the person, but after you decide what your Elemental Burst will be, it cannot change. You may also give a name to your Elemental Burst.
Initially, your Elemental Burst is limited, but at 6rd, 11th, and 20th level, you will be given additional options to enhance your talent. If you have 50 energy, you may activate your Elemental Burst on your turn as an action, and it has a different effect based on what you choose from the following table.
Burst Type | Burst Effect |
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Attack-type | All creatures within 10 feet must make a Dexterity saving throw against your Vision Save DC, taking 4d6 damage of your allogene damage type on a fail, or half that damage on a success. |
Area-type | A 30-foot radius sphere of elemental energy appears from a point that you designate within 60 feet. Creatures you choose inside must make a Constitution saving throw against your Vision Save DC, taking 1d6 damage of your allogene damage type on a fail, or half that damage on a success. You receive 4 counters. At the start of each of your turns, you lose 1 counter, and creature you choose inside the sphere must repeat the saving throw. If your turn starts and you have 0 counters, the sphere disappears. |
Conversion-type | As a bonus action, you channel energy into your weapon, infusing it and converting it's damage to your allogene damage type for 1 minute. Additionally, you may use your allogene ability score modifier, instead of Strength or Dexterity for attack and damage rolls of attacks made using the weapon, and up to once per turn during the duration, you may add 1d4 + your allogene ability score modifier to one damage roll of an attack made using the weapon. If you are holding a catalyst, this additional damage may be applied to one damage roll of any spell, instead of a weapon attack. |
- Energy Consumption
After using an Elemental Burst, your energy drops by 50.
Spellcasting[edit]
Kamisato Ayaka, wielder of a Cryo Vision. [3] |
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Your attunement to elemental energy has given you facility with spells.
- Cantrips
You know two cantrips of your choice from the allogene spell list. You learn additional an additional allogene cantrip at 8th level.
- Spell Slots
The allogene table shows how many spell slots you have to cast your allogene spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your allogene spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell Burning Hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the allogene spell list.
The Spells Known column of the allogene table shows when you learn more allogene spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new allogene spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the allogene spells you know and replace it with another spell from the allogene spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Your allogene ability score is your spellcasting ability for your allogene spells, so you use your allogene ability score whenever a spell refers to your spellcasting ability. In addition, you use your Vision DC and Vision attack modifier as your Spell save DC and Spell attack modifier
- Energy Generation
Whenever you cast a spell using a spell slot, you gain 3 energy.
- Spell save DC = Vision DC
- Spell attack modifier = Vision attack modifier
- Spellcasting Focus
You can use your vision as a spellcasting focus for your allogene spells. When using your vision in this way, it does not need to be in hand.
- Somatic Components
When casting a spell, you can perform the somatic (aka hand movements) of that spell, even if you’re wielding a shield or weapon in them.
Elemental Skill Improvement[edit]
At 3rd level, your talents have increased. Look at Table 1A to see how your Elemental Skill has changed. Then, select exactly one Skill Talent from Table 2A. Some Skill Talents have level requirements, and some of them have Skill-type requirements. You must fulfill a Skill Talent's requirements before you select it. You can not alter this choice later.
- Table 1A
Skill Type | 3rd Level | 9th Level | 15th Level |
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Attack-type | Your Elemental Skill now deals 4d6 damage on a hit. | Your Elemental Skill now deals 6d6 damage on a hit. | Your Elemental Skill now deals 10d6 damage on a hit. |
Area-type | Your Elemental Skill now deals 1d10 damage. | Your Elemental Skill now deals 2d10 damage. | Your Elemental Skill now deals 3d10 damage. |
Conversion-type | Your "once per turn" bonus damage is increased to 1d6. | Your "once per turn" bonus damage is increased to 2d6. | Your "once per turn" bonus damage is increased to 3d6. |
Summoning-type | Your Elemental Skill can now summon a creature up to CR ½. | Your Elemental Skill can now summon a creature up to CR 1. | Your Elemental Skill can now summon a creature up to CR 3. |
- Table 2A
Skill Talent | Skill-type Req. | Level Req. | Effect |
---|---|---|---|
Violent Strike I | Attack-type | 3rd | Your Elemental Skill now deals an additional +1 damage per dice rolled on a hit. |
Brutal Strike I | Attack-type | 3rd | When your Elemental Skill hits a creature, it must succeed a Strength saving throw against your Vision Save DC or be knocked prone. |
Persistent Field | Area-type | 3rd | After using your Elemental Skill, you receive 4 counters, instead of 2. |
Harsh Field | Area-type | 3rd | Your Elemental Skill now deals an twice as much damage as it normally would. |
Benevolent Field | Area-type | 3rd | At the start of each turn while your Elemental Skill is active, creatures you choose inside the area regain hit points equal to your allogene level. |
Restrictive Field | Area-type | 3rd | The area inside your Elemental Skill is considered difficult terrain. Additionally, creatures you choose inside the area have their movement speed halved. |
Enhanced Reflexes | Conversion-type | 3rd | While your Elemental Skill is active, you may use your reaction while being attacked by a creature within 5 feet to add 4 to your AC for that attack. |
Enhanced Stamina | Conversion-type | 3rd | At the end of each of your turns while your Elemental Skill is active, gain temporary hit points equal your allogene level. When the effect ends, the temporary hit points also disappear. |
Persistent Minion | Summon-type | 3rd | Your Elemental Skill's duration is increased to 8 hours, and any creature summoned with it regains 1 hit point at the start of its turn. Additionally, you have advantage on Constitution Saving Throws to maintain concentration on your Elemental Skill. |
Bolstered Minion | Summon-type | 3rd | Any creature summoned with your Elemental Skill gains +2 to their Strength and Dexterity, and +1 Hit Point per hit dice they possess. |
Protective Shield | Shield-type | 3rd | While a creature is protected by your Elemental Skill, that creature gains +2 AC, as long as they are not already protected by a shield or half-cover. |
Extensive Barrier I | Shield-type | 3rd | In addition to yourself, you may target one creature within 10 feet with your Elemental Skill. |
Healing Energy I | – | 3rd | After casting your Elemental Skill, you or any creature within 5 feet immediately regains hit points equal to 1d8 + your allogene level. |
Productive | – | 3rd | Your Elemental Skill now instantly produces 15 energy, instead of 10. |
Hasty Skill | – | 3rd | You can now activate your Elemental Skill on your turn as a bonus action. When activating your Elemental Skill this way, it produces 5 less energy than it would normally. |
Motivating | – | 3rd | After using your Elemental Skill, your walking speed increases by 10 feet and you are not affected by difficult terrain for 1 minute. |
Heaving I | – | 3rd | Upon using your elemental skill, creatures you choose within 15 feet of you must succeed a Strength saving throw against your Vision Save DC or be pushed 10 feet away from you or closer to you (your choice). |
Violent Strike II | Attack-type | 9th | Prerequisite: Violent Strike I. Your Elemental Skill now deals an additional +2 damage per dice rolled on a hit. |
Brutal Strike II | Attack-type | 9th | Prerequisite: Brutal Strike I. When your Elemental Skill hits a creature, it must succeed a Strength saving throw against your Vision Save DC or be knocked prone and be stunned until the end of its next turn. |
Invigorating Field | Area-type | 9th | While your Elemental Skill is active, creatures you choose inside the area gain +1 on attack rolls. |
Rampaging Field | Area-type | 9th | While your Elemental Skill is active, creatures you choose inside the area gain +1 on damage rolls. |
Expansive Field | Area-type | 9th | Your Elemental Skill now creates a 30-foot radius sphere, instead of 10-foot radius. |
Blood Offering | Conversion-type | 9th | When casting your Elemental Skill, you may lose up to half of your remaining hit dice. If you do, you also lose hit points equal to twice the amount of hit dice you lost, and you may roll a hit die and add its total + your allogene ability score modifier to the first damage roll you make each turn while your skill is active. After a dice is rolled, you can not roll it again. |
Potent Infusion | Conversion-type | 9th | Your "once per turn" bonus damage is increased by your allogene ability score modifier. |
Extensive Barrier II | Shield-type | 9th | Prerequisite: Extensive Barrier I. In addition to yourself, you may target any number of creatures within 30 feet with your Elemental Skill. |
Debilitating Aura | Shield-type | 9th | While a creature is protected by your Elemental Skill, other creatures you choose within 5 feet of them have disadvantage on saving throws. |
Sturdy Protector | Shield-type | 9th | While a creature is protected by your Elemental Skill, they cannot be prone, restrained, stunned, frightened, grappled, or paralyzed. |
Healing Energy II | – | 9th | Prerequisite: Healing Energy I. After casting your Elemental Skill, you and creatures you choose within 30 feet immediately regain hit points equal to 3d8 + your allogene level. |
Quick Recovery | – | 9th | By using a bonus action, you may instantly regain 2 uses of your Elemental Skill. This talent may be used once, and regains all uses after completing a long rest. |
Heaving II | – | 9th | Prerequisite: Heaving I. Upon using your elemental skill, creatures you choose within 30 feet of you must succeed a Strength saving throw against your Vision Save DC or be pushed 20 feet away from you or closer to you (your choice) and also be knocked prone. |
Piercing Strike | Attack-type | 15th | Creatures who resist the damage from your Elemental Skill deal take full damage from it instead. |
Unrivaled Resilience | Conversion-type | 15th | While your Elemental Skill is active, you have resistance against every damage type except psychic and force. |
Primordial Minion | Summon-type | 15th | Any creature summoned with your Elemental Skill gains immunity against the damage type granted to you by Celestia's Blessing, and they deal an additional 1d6 damage with any attack. |
Persistent Shield | Shield-type | 15th | Your Elemental Skill's duration is increased to 8 hours. Additionally, whenever a creature protected by your Elemental Skill takes damage that would reduce their temporary hit points to 0, the damage is mitigated, and their temporary hit points drop to 1. This can occur twice per creature, and all uses are restored the next time you cast your Elemental Skill. |
Battlefield Control | – | 15th | After using your Elemental Skill, you gain advantage on all attack rolls made until the end of your next turn. |
At 9th level and 15th level, your skill is enhanced again, both on Table 1A, as well as receiving another Skill Talent from Table 2A. For some Skill Talents available at higher levels, there will be a prerequisite Skill Talent. You must have already selected the prerequisite talent before selecting the original one.
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 Training Feature[edit]
At 5th level, your prowess with a weapon has increased. Use the table below to determine how this affects you. Bow users must choose between 2 features. This choice cannot be changed later.
Kaedehara Kazuha, a wielder of an Anemo Vision. [4] |
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Weapon Type | Bonus Proficiencies |
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Polearm | You can attack twice, instead of once, whenever you take the Attack action on your turn. Your polearm bonus action attack deals 1d4 bludgeoning damage, instead of 1.[3] |
Claymore | You can attack twice, instead of once, whenever you take the Attack action on your turn. 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 reroll the die and may continue to reroll as long as the result is 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. [4] |
Sword | You can attack twice, instead of once, whenever you take the Attack action on your turn. When you are wielding a melee weapon no other weapons, you gain a +2 bonus to AC, as long as you aren't already using a shield. The weapon must not have the two-handed or heavy property for you to gain this benefit. |
Bow | (a) Whenever you charge a ranged weapon as a bonus action, the next piece of ammunition fired from that weapon deals an additional 1d4 damage. On a hit, each creature within 5 feet of the target (excluding the target) must make a Dexterity saving throw against your Vision Save DC or they take the same amount of damage that was dealt to the target. |
Bow | (b) Whenever you charge a ranged weapon as a bonus action, you may fire two pieces of ammunition simultaneously as an attack. The target must be the same for both arrows. The second piece of ammunition does benefit from having its damage converted to your allogene damage type, but it does not have your allogene ability score modifier added to its damage roll. |
Catalyst | Whenever you deal damage with a cantrip, you may add your allogene ability score modifier to the damage roll. |
Elemental Burst Improvement[edit]
At 6th level, your talents have increased greatly. Look at Table 1B to see how your Elemental Burst has changed. Then, select exactly one Burst Talent from Table 2B. Some Burst Talents have level requirements, and some of them have Burst-type requirements. You must fulfill a Burst Talent's requirements before you select it. You can not alter this choice later.
- Table 1B
Burst Type | 6th Level | 11th Level | 20th Level |
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Attack-type | Your Elemental Burst now deals 7d6 damage. | Your Elemental Burst now deals 10d6 damage. | Your Elemental Burst now deals 14d6 damage. |
Area-type | Your Elemental Burst now deals 2d6 damage. | Your Elemental Burst now deals 4d6 damage. | Your Elemental Burst now deals 6d6 damage. |
Conversion-type | Your "once per turn" bonus damage is increased to 1d8 + your allogene ability score modifier. | Your "once per turn" bonus damage is increased to 2d8 + your allogene ability score modifier. | Your "once per turn" bonus damage is increased to 4d8 + your allogene ability score modifier. |
- Table 2B
Burst Talent | Burst-type Req. | Level Req. | Effect |
---|---|---|---|
Violent Rush | Attack-type | 6th | Your Elemental Burst now deals an additional +1 damage per dice rolled on a hit. |
Frightening Rush | Attack-type | 6th | Creatures who fail the saving throw against your Elemental Burst must also succeed a Wisdom saving throw against your Vision Save DC or become frightened of you for 1 minute. They can repeat the Wisdom saving throw at the end of their turn to try to end the effect. |
Benevolent Domain | Area-type | 6th | At the start of each turn while your Elemental Burst is active, creatures you choose inside the area regain hit points equal to your allogene level + your allogene ability score modifier. |
Harsh Domain | Area-type | 6th | Your Elemental Burst now deals an twice as much damage as it normally would. |
Lightning Reflexes | Conversion-type | 6th | While your Elemental Burst is active, you may use your reaction while being attacked by a creature within 5 feet to add 4 to your AC for that attack. On a miss, you may make one opportunity attack against the creature, as a part of the same reaction. |
Deadly Infusion | Conversion-type | 6th | Your "once per turn" bonus damage is increased by 3 per dice rolled. |
Elemental Harmonization | – | 6th | After using your Elemental Burst, you and creatures you choose within 300 feet collectively receive d8's equal to half your allogene level (rounded down) for 1 minute. Whenever any of those creatures deals damage that matches your allogene damage type, you may roll one of those dice and add it to the damage total. After a dice has been rolled, it cannot be rolled again. |
Rejuvenating Energy | – | 6th | After casting your Elemental Burst, you and creatures you choose within 15 feet immediately regain hit points equal to 2d8 + your allogene level. |
Minor Shield Generation | – | 6th | After casting your Elemental Burst, you gain temporary hit points equal to 3 × your allogene level for 1 minute. |
Expansive Rush | Attack-type | 11th | Your Elemental Burst now deals damage in a 30-foot radius, instead of 10-foot radius. Additionally, creatures you choose within the area gain advantage on their Dexterity saving throw. Creatures chosen who succeed on their saving throw take no damage. |
Debilitating Domain | Area-type | 11th | While your Elemental Burst is active, creatures you choose inside the area have disadvantage on Strength, Dexterity, and Constitution saving throws. |
Invigorating Field | Area-type | 11th | While your Elemental Burst is active, creatures you choose inside the area gain +1 on attack rolls. |
Rampaging Field | Area-type | 11th | While your Elemental Burst is active, creatures you choose inside the area gain +1 on damage rolls. |
Total Dominance | Conversion-type | 11th | While your Elemental Burst is active, you gain advantage on attack rolls against creatures who do not possess resistance or immunity against your allogene damage type. |
Unrivaled Resilience | Conversion-type | 11th | While your Elemental Burst is active, you gain resistance against all damage types except psychic and force. |
Multi-talented | – | 11th | Choose one of the 2 Burst-types that you don't already have. Your Elemental Burst gains the effect of that Burst-type, in additional to your original Burst-type. This effect does not benefit from your Elemental Burst Improvement feature. |
Magical Attunement | – | 11th | After casting your Elemental Burst, the next spell you cast in the next 1 minute does not consume a spell slot. |
Overwhelming Force | Attack-type | 20th | Creatures who resist the damage from your Elemental Burst take full damage from it instead. Creatures who are immune to the damage from your Elemental Burst take half damage from it instead. |
Brutal Rush | Attack-type | 20th | Creatures who fail the saving throw of your Elemental Burst become stunned until the end of your next turn. Those who succeed the saving throw but still took damage are knocked prone. |
Overwhelming Force | Conversion-type | 20th | While your Elemental Burst is active, creatures who resist your allogene damage type take full damage from it instead, and creatures who are immune to your allogene damage type take half damage from it instead, as long as you are the one dealing the damage. |
Aggressive Domain | Area-type | 20th | While your Elemental Burst is active, you and creatures you choose inside the area have advantage on the first attack roll that they make each turn. |
Protective Domain | Area-type | 20th | While your Elemental Burst is active, you and creatures you choose inside the area can use their reaction to gain advantage on a saving throw. On a success, they take no damage on an effect that would normally cause half damage on a successful saving throw. |
Efficient Technique | – | 20th | You may now cast your Elemental Burst whenever your energy is 35 or higher, and when you do, you only lose 35 energy, rather than 50. |
At 11th level and 20th level, your burst is enhanced again, both on Table 1B, as well as receiving another Burst Talent from Table 2B.
Vision Feature I[edit]
Starting at 7th level, you gain special abilities based on which element your vision is.
Element | Ability |
---|---|
Pyro | When you are hit by a melee attack, you can use your reaction to deal fire damage equal to your allogene level to the attacker. |
Hydro | When you cast a spell or other elemental ability that immediately restores hit points to any number of creatures, those creatures restore additional hit points equal to your allogene level. Additionally, whenever a persistent Area-type Elemental Skill or Elemental Burst restores hit points to any number of creatures, those creatures restore additional hit points equal to half your allogene level (rounded down). |
Cryo | Attacks that deal any amount of cold damage score critical hits on a roll of 19. Additionally, any creature that rolls a 1 or a 2 on saving throw to resist an effect that deals cold damage immediately fails and proceeds to take twice the normal amount of cold damage. |
Electro | Your Elemental Skill generates 5 additional energy when it is activated. |
Anemo | Your walking speed increases by 10 feet, your jump distance is doubled, and you may use a bonus action to dash or disengage. |
Geo | Whenever you activate an Elemental Skill, you also create a persistent structure made of stone for 1 minute that fits into a 5-foot cube. This structure must take the same shape every time you cast your Elemental Skill. It has 11 AC and maximum hit points equal to your own. |
Dendro | Whenever you deal poison damage to a creature that does not resist it, it must make a Constitution saving throw. On a failure, it becomes afflicted with the poisoned condition for 1 minute. It can repeat the saving throw at the end of each of its turns to try and make the effect go away. |
Adventurer's Boon[edit]
Starting at 10th level, you have spent enough time out in the world where you have developed some talents. However, instead of harnessing elemental energy, these talents are more about what you've learned from a practical side of things. Choose one benefit from the table below. This choice cannot be changed later.
Boon | Effect |
---|---|
Expert Chef | Whenever you prepare a meal, you may instead create a special "signature dish". Give your dish a name and specify ingredients needed. After making your signature dish, you may not do it again until you complete a long rest. Your signature dish is twice as satiating as a normal meal, feeds up to 6, and grants the people who eat it +1d4 on the next 3 ability checks that they make in the next 8 hours. If your signature dish is not consumed within 24 hours, it goes bad and loses these effects. |
Adept Climber | You gain a climbing speed equal to your walking speed. |
Animal Whisperer | Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the Intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. |
Arcane Intuition | You have advantage on Intelligence (Arcana) checks to try to gain information about a magical item. Additionally, you may cast Detect Magic a number of times equal to your allogene ability score modifier, without using a spell slot. You recover all uses after completing a long rest. |
Apprentice Blacksmith | When crafting weapons or armor, you need only expend half of the cost that you would normally expend doing the activity. Additionally, you gain advantage on all Charisma checks where you are attempting to sell or buy weapons or armor. |
Swift Step | You and creatures adventuring with you may travel at a fast pace without losing any having any reduction to your passive perception. Additionally, whenever you roll initiative, you may increase the walking speed by 5 of yourself and creatures you choose within 30 feet for 1 minute (no action required). This effect can only be activated once, and regains all uses after completing a short or long rest. |
Celestia's Blessing[edit]
At 13th level, you become so attuned with elemental energy that you have a certain capacity to withstand its effects. You gain resistance to a damage type based on which element your vision is.
Element | Resisted damage type |
---|---|
Pyro | Fire |
Hydro | Acid or Water[5] |
Cryo | Cold |
Electro | Lightning |
Anemo | Thunder or Wind[6] |
Geo | Non-magical Bludgeoning, Piercing, Slashing |
Dendro | Poison |
Starting at 18th level, this resistance becomes an immunity instead.
Weapon Training Feature II[edit]
At 14th, your prowess with a weapon has reached new heights. See the table below. Bow users do not have a choice here; they must select (a) or (b) to match the feature they chose for Weapon Training Feature I.
Weapon Type | Additional Feature |
---|---|
Sword | Up to once per turn when you make a melee attack with advantage, you may instead make two attacks without advantage. You must not be holding more than one weapon to do this, and the weapon must not have the two-handed or heavy property. |
Claymore | Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.[7] |
Bow | (a) Whenever you charge a ranged weapon as a bonus action, the next piece of ammunition fired from that weapon deals an additional 1d8 damage. On a hit, each creature within 10 feet of the target (excluding the target) must make a Dexterity saving throw against your Vision Save DC or they take the same amount of damage that was dealt to the target. |
Bow | (b) Whenever you charge a ranged weapon as a bonus action, you may fire three pieces of ammunition simultaneously as an attack. The target must be the same for all arrows. The second and third pieces of ammunition benefit from having their damage converted to your allogene damage type, but they do not have your allogene ability score modifier added to their damage rolls. |
Polearm | You can use a bonus action to make a melee attack with the a Pike, Halberd, Glaive, Trident, Spear, or Quarterstaff. |
Catalyst | You gain 2 additional spell slots. These bonus slots function identically to how your other ones do. |
Vision Feature II[edit]
At 17th level, your vision grants even greater abilities. See the table below.
Element | Ability |
---|---|
Pyro | Whenever you deal fire damage to a creature that does not resist it, it must make a Dexterity saving throw against your Vision Save DC. On a failure, it becomes lit on fire for 1 minute, and at the start of each of its turns, it takes 2d6 + your allogene ability score modifier fire damage. It can repeat the saving throw at the end of each of its turns to try and make the effect end. |
Hydro | Your hit point maximum increases by an amount equal to half your allogene ability score modifier (rounded up) times your allogene level. |
Cryo | Attacks that deal any amount of cold damage score critical hits on a roll of 18 or 19. Additionally, any creature that rolls a 1,2 or 3 on a saving throw to resist an effect that deals cold damage immediately fails and proceeds to take twice the normal amount of cold damage. |
Electro | Your Elemental Skill generates 10 additional energy when it is activated. [8] Also, spells generate 5 energy, instead of 3. |
Anemo | A breeze hugs your body, causing all ranged attacks to have disadvantage against you. |
Geo | When your persistent geo structure breaks, it explodes, dealing 6d6 Magical Bludgeoning damage to all creatures within 10 feet who fail a Dexterity saving throw against your Vision Save DC, and giving you 5 energy. As a bonus action on your turn, you cause one persistent geo structure you created to explode prematurely. |
Dendro | Whenever you deal poison damage to a creature that does not resist it, it must make a Constitution saving throw against your Vision Save DC. On a failure, it becomes afflicted with the poisoned condition for 1 minute, and at the start of each of its turns, it takes 2d6 + your allogene ability score modifier poison damage. It can repeat the saving throw at the end of each of its turns to try and make the effect end. |
Allogene Spell List[edit]
You can learn all of the spells on the basic allogene spell list and additional spells based on your vision.
- Cantrips
Blade Ward, Friends, Prestidigitation, Thaumaturgy, True Strike
Element | Spells |
---|---|
Pyro | Create Bonfire, Fire Bolt, Green-Flame Blade, Produce Flame, Pyro Command |
Hydro | Acid Splash, Hydro Barrier, Hydro Order, Spare the Dying, Resistance |
Cryo | Cryo Manipulation, Frostbite, Ray of Frost |
Electro | Booming Blade, Electro Power, Lightning Lure, Shocking Grasp |
Anemo | Anemo Guide, Booming Blade,Forceful Breeze, Hurricane Blade, Thunderclap |
Geo | Earthen Bullet, Geo Control, Magic Stone,Stone Shield |
Dendro | Dendro Growth, Infestation, Poison Spray, Thorn Whip |
- 1st Level
Absorb Elements, Charm Person, Detect Magic, Identify
Element | Spells |
---|---|
Pyro | Burning Hands, Hellish Rebuke, Searing Smite |
Hydro | Create/Destroy Water, Cure Wounds |
Cryo | Armor of Agathys, Ice Knife |
Electro | Thunderous Smite, Thunderwave, Witch Bolt |
Anemo | Catapult, Feather Fall, Fog Cloud, Jump, Longstrider, Thunderwave, Thunderous Smite, Zephyr Strike |
Geo | Crystalline Jades, Shield, Earth Tremor, Stone Bolt |
Dendro | Detect Poison and Disease, Ensnaring Strike, Entangle, Goodberry, Ray of Sickness |
- 2nd Level
Crown of Madness, Detect Thoughts, Locate Object, Suggestion
Element | Spells |
---|---|
Pyro | Aganazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray |
Hydro | Aid, Lesser Restoration, Acid Arrow, Geyser |
Cryo | Chains of Ice, Hailstone, Hand of Winter, Snilloc's Snowball Swarm |
Electro | Shatter, Hold Person, Overload |
Anemo | Blur, Dust Devil, Earthbind, Gust of Wind, Levitate, Misty Step, Shatter, Warding Wind |
Geo | Hold Person, Dust Devil, Maximilian's Earthen Grasp, Quicksand |
Dendro | Barkskin, Locate Animals/Plants, Protection from Poison, Spike Growth |
- 3rd Level
Elemental Weapon, [9] Fear, Haste, Sending
Element | Spells |
---|---|
Pyro | Fireball, Flame Arrows, Melf's Minute Meteors |
Hydro | Mass Healing Word, Tidal Wave, Water Breathing, Water Walk, Wall of Water |
Cryo | Ice Spear, Sleet Storm, Slow |
Electro | Call Lightning, Lightning Arrow, Lightning Bolt, |
Anemo | Fly, Thunder Step, Wind Wall |
Geo | Erupting Earth, Meld into Stone, Wall of Sand |
Dendro | Create Food and Water, Plant Growth, Speak with Plants, Stinking Cloud, |
- 4th Level
Banishment, Charm Monster, Compulsion, Locate Creature
Element | Spells |
---|---|
Pyro | Fire Shield, Lava Burst, Wall of Fire |
Hydro | Control Water, Watery Sphere |
Cryo | Icelance, Ice Storm |
Electro | Lightning Strike, Storm Sphere |
Anemo | Control Air, Freedom of Movement, Storm Sphere |
Geo | Stone Shape, Stoneskin |
Dendro | Giant Insect, Grasping Vine, Spiraling Overgrowth |
- 5th Level
Antilife Shell, Circle of Power, Dominate Person, Gaes
Element | Spells |
---|---|
Pyro | Fiery Dance, Fire Volley, Immolation |
Hydro | Greater Restoration, Maelstrom, Mass Cure Wounds, Water Volley |
Cryo | Cone of Cold, Ice Beam |
Electro | Hold Monster, Swirling Storm |
Anemo | Control Winds |
Geo | Hold Monster, Transmute Rock, Wall of Stone |
Dendro | Cloudkill, Commune with Nature, Contagion, Insect Plague, Tree Stride, Wrath of Nature |
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the allogene class, you must meet these prerequisites: You must have a vision
Proficiencies. When you multiclass into the allogene class, you gain the following proficiencies: Light armor, Simple weapons
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- ↑ If your DM is using the water damage variant rule.
- ↑ If your DM is using the wind damage variant rule.
- ↑ If you have the Polearm Master feat upon gaining this feature, gain +1 to Strength or Dexterity, or you may swap it out for a different feat.
- ↑ If the amount of rolling involved seems exhausting when using a 2d6 weapon, consider rolling 2d4+4, as it has essentially the same effect.
- ↑ See footnote 1
- ↑ See footnote 2
- ↑ Does not stack with Great Weapon Master feat. If you already have the Great Weapon Master feat, you may swap it out for another feat upon gaining this feature.
- ↑ replaces Vision Feature I; not additive
- ↑ Bonus damage is converted to your allogene damage type