Archon of Mystra (5e Subclass)
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Just dont use this class, too broken.
Archon of Mystra[edit]
Wizard Subclass
Archons of Mystra also known as The Archons of Magic are mages who are direct follower of The Goddess of Magic, Mystra. They bear a Devine Stigma as per proof of their authority over magic. The stigma forms slowly over time as the wizard grows Stronger. The Archons are guided by The High One and The Patron of Wizards, Azuth and rarely through The Goddess Mystra herself. The guidance, often comes in the form of dreams or hallucinations. Archons are divine warriors who devote themselves for the preservation of magic and to punish the disrupters.
The number of Archons are limited and determined by Mystra herself. When an Archon Dies, his or her knowledge and fighting method transfer slowly to the next chosen one. Even small memories, resentment and emotions of the previous Archon may transfer to The new Archon. Such is the only process of becoming an Archon. Examples of ascension is given at the end of the page.
There are 4 types of Archons which you may choose or determine randomly using the list below.
d4 | Type |
---|---|
1 | Archon of Knowledge |
2 | Archon of Arrow |
3 | Archon of Sword |
4 | Archon of Shield |
Wizard level | Number of Marks |
---|---|
level-2 | 1, First sign of the stigma. |
level-6 | 2, A half complete stigma. |
level-10 | 3, An almost completed stigma. |
level-14 | 4, A fully formed stigma. |
A stigma is reflection of your authority over magic and it can bring you respect among the magic society, as well as make you a target of those who holds grudge against the Archons. The color, design, size and location of the stigma varies from Archon to Archon but the stigma is exact identical to its previous owner. The stigma always grows translucently.
Archon of Knowledge[edit]
- Quick learner
Starting at 2nd level and each time you gain a wizard level afterwards, you can add 3 wizard spells of your choice to your spell-book instead of 2. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spell-book. Adding a spell in you book costs half the time and cost no matter which school it is of.
- Devine Knowledge
At 2nd level, You become proficient in your choice of three of the following skills: Arcana, History, Nature, investigation or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
- Spell Replication
Beginning at 6th level, you can replicate spell of other spell caster class which you have seen before. regardless, the replica uses the weave to function. Replicating spells takes (7 X spell level) days worth of work and double the money of learning wizard spells of similar levels. To successfully replicate a spell you must pass a DC of 11+spells level. [DM's discretion is necessary when choosing a spell to replicate]
- Call of Miracle
At 10th level, You call forth a random magical beast or effect that aids you for 1 minute. The miracle is determined by the DM or a percentile table. And you can use this feature once per long rest. you may follow the table, given at the end of page.
- Mind Manipulation
Beginning at 14th level, you can extract A single piece of memory or knowledge you want to know from a creature just by touching them. The piece of information must be no longer than a year old. Alternatively, you can plant a false memory in that time period which is no longer than 10 minute. both requires the creature to fail your spell casting save DC. Regardless the creature is unaware of your actions.
Archon of Arrow[edit]
- Arcane Weapon Mastery
Starting at 2nd level, You gain proficiency in a skill and a type of ranged weapon that uses Dexterity modifiers. You can also perform the somatic components of spells even when you have weapons in both hands. Moreover, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options at the end.
- Magic Reinforcement
Starting at 2nd level, As a bonus action, you can reinforce yourself with magical energy which lasts for 1 minute. But you can't be wearing medium or heavy armor when going into this state. You gain the following benefits while being magically reinforced.
- Enhanced Armour: You gain a bonus to you armour class equal to your intelligence modifier (minimum +1)
- Focused Mind: You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- Quick Hand : You can interact with an object as a bonus action twice per reinforcement. For example, applying poison on a single arrow, or opening a door.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
- Zone of Miracle
Beginning at 10th level, whenever bladesong is active,you and your allies with in 10 ft of you get advantage on all saving throws for the duration.
- Arcane Archery
Beginning at 14th level you can pick a single specialty from the following two options:
- Deadly Aim: you can add your intelligence bonus to the attack roll of your ranged weapon attacks while you are magically reinforced.
- Piercing Shot: you add an extra dmg die to your weapons dmg while you are magically reinforced.
Archon of Blade[edit]
- Arcane Blade Mastery
Starting at 2nd level, You gain proficiency in a skill and a type of weapon that uses Strength modifiers. You can also perform the somatic components of spells even when you have weapons in both hands. Moreover, you adopt a particular style of fighting as your specialty. Choose one of the options mentioned at the end.
- Magic Reinforcement
Starting at 2nd level, As a bonus action you can reinforce yourself with magical energy which lasts for 1 minute. But you can't be wearing medium or heavy armor when going into this state. You gain the following benefits while being magically reinforced.
- Enhanced Weapons: You gain a bonus to damage rolls on the the weapon you are holding. The bonus is equal to your intelligence modifier.
- String of Fate: You blade follows the magical strings around your enemy and strike them critically. You critically hit an enemy on a roll of 19 or 20. Whenever you critically hit an enemy you deal an extra 2d10 force damage.
- Swift retreat: your movement speed is increase by 10ft and leaving melee of an enemy does no provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Extra Attack
Beginning at 6th level, you can attack twice instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
- Miracle of leadership
Beginning at 10th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
- Arcane Blade Technique
Beginning at 14th level you can pick a single specialty from the following two options:
- Mana Barrier you gain resistance to fire, cold, Acid, thunder, lighting and poison damage while you are magically reinforced.
- vertical Slash: you can make a 20 feet long vertical slash using your melee weapon. the first creature hit, takes the full damage from your weapon but creatures behind on the line takes damage equal to you intelligence modifier (minimum +1)
Archon of Shield[edit]
- Arcane Shield Mastery
Starting at 2nd level, You gain proficiency in a skill and all types of shield. You can also perform the somatic components of spells even when both of your hands are occupied. Moreover, starting at level 2 and Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
- Magic Reinforcement
Starting at 2nd level, As a bonus action you can reinforce yourself with magical energy which lasts for 1 minute. But you can't be wearing heavy armor when going into this state. You gain the following benefits while being magically reinforced.
- Enhaced durability: You gain a bonus to your AC equal to your half Intelligence modifier (minimum of +1, rounded up).
- Focused Mind: You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- Mana Cloak you have resistance to bludgeoning, piercing and slashing damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Extra Attack
Beginning at 6th level, you can create a mystic bond between a number of willing creature equal to you proficiency bonus including you. Whenever you take damage you take half the damage of the attack and you can transfer the other half of the damage to one of the bonded ally.
- Miracle of Surprise
Beginning at 10th level, when you take damage from an attack, you and 5 ally within 60ft of you heals by half of the amount of damage you received. you can use this feature twice per long rest.
- Arcane Shield Technique
Beginning at 14th level, you can pick a single specialty from the following two options:
- Shield Bash . As a bonus action, you can use your shield to bash an opponent. the shield does an extra 2d6 force damage on a hit.
- Gate of Heaven: As an action, you can plant your shield on the ground causing an translucent gate to appear in front of you. The gate is 40 feet long, 20 feet high and blocks all sorts of projectiles that hits a single target. Enemies trying to cross through the gate must succeed on a strength check of DC(11+proficiency bonus).
Fighting Styles[edit]
- 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 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.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Call of miracle table[edit]
d100 | Effect |
---|---|
0-10 | You summon a random fey or celestial creature which has challenge rating no higher than 6. |
11-20 | A green mist originating from you covers an area of 20 feet radius. You and your allies within 20 feet of you heal 2d6 hit points at the end of your turn for the duration. |
21-30 | You summon a construct which has a CR no higher than 5. |
31-40 | you temporarily gain a rare weapon decided randomly by the DM and you are considered proficient in the weapon for the duration. |
41-50 | You summon a random beast which has a CR no higher than 4. |
51-60 | You gain temporary hit points equal to (2 x the number of creatures within 20 feet radius of you) |
61-70 | you summon a random humanoid creature which has CR no higher than 3 |
71-80 | You and any creature with in 20 feet of you makes a intelligence saving throw of DC16 failing DC leaves you in a constant state of dancing for the duration. While dancing the affected creature has disadvantage on attack rolls, ability check and saving throws. |
81-90 | A black mist originating from you covers an area of 20 feet radius. You and any creature within the range takes 1d6 necrotic damage. |
91-100 | Summon a random demonic creature which has challenge rating no higher than 6. And for the duration it's hostile toward it's summoner. |
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