Ascetic (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Work in Progress.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ascetic[edit]

<!-Introduction Leader->[edit]

Creating an Ascetic[edit]


Quick Build

You can make an Ascetic quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Ascetic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ascetic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ascetic level after 1st

Proficiencies

Armor: None
Weapons: Wraps, Quarterstaffs
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Insight, Investigation, Medicine, Persuasion, and Religion

Equipment

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

  • a set of wraps and a quarterstaff
  • (a) a priest's pack or (b) a scholar's pack
  • an ascetic focus
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Ascetic

Level Proficiency
Bonus
Features Martial Arts Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Unarmored Defense, Martial Arts 1d4
2nd +2 Spellcasting, Unarmored Movement 1d4 2. 2
3rd +2 Solemn Vow, Deflect Missiles 1d4 3 3
4th +2 Ability Score Improvement, Slow Fall 1d4 3 3
5th +3 Extra Attack 1d6 4 4 2
6th +3 Mystical Strikes, Solemn Vow Feature 1d6 4 4 2
7th +3 Evasion, Stillness of Mind 1d6 5 4 3
8th +3 Ability Score Improvement 1d6 5 4 3
9th +4 Unarmored Movement improvement 1d6 6 4 3 2
10th +4 Purity of Body 1d6 6. 4 3 2
11th +4 Solemn Vow Feature 1d8 7 4 3 3
12th +4 Ability Score Improvement 1d8 7 4 3 3
13th +5 Tongue of Sun and Moon 1d8 8 4 3 3 1
14th +5 Diamond Soul 1d8 8 4 3 3 1
15th +5 Timeless Body 1d8 9 4 3 3 2
16th +5 Ability Score Improvement 1d8 9 4 3 3 2
17th +6 Solemn Vow Feature 1d10 10 4 3 3 3 1
18th +6 Detachment 1d10 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 11 4 3 3 3 2
20th +6 Enlightened Sage 1d10 11 4 3 3 3 2


Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and quarterstaves.

You gain the following benefits while you are unarmed or wielding only a quarterstaff 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 and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or quarterstaff. This die changes as you gain ascetic levels, as shown in the Martial Arts column of the Ascetic table.
  • When you use the Attack action with an unarmed strike or a quarterstaff on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.


Mystic Sense[edit]

Starting at 2nd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you that is not behind total cover. You know the creature type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Mindful Action[edit]

Starting at 2nd level, your keen awareness and careful movements allow you to move and act more perceptively. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage, or Search action.

Spellcasting[edit]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Spell Slots

The Ascetic table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ascetic spell list.

The Spells Known column of the Ascetic table shows when you learn more ascetic spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ascetic spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

At 2nd level, you can use an ascetic focus as a spellcasting focus for your ranger spells. An ascetic focus might be a string of prayer beads, a six-ringed staff, a vajra, a magatama, a prayer bell, a lotus flower, an ornately decorated conch shell, a prayer wheel, or a small oil lamp.

Mystic Arts[edit]

This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Mystic Arts Spells
Ascetic Level Spells
3rd shield
4th feather fall
5th aid
9th water walk
13th tongues
17th greater restoration



You can cast each of these spells once without expending a spell slot, so long as you are its target. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Therapeutic Touch[edit]

Starting at 3rd level, your mystic 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 ascetic 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.


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.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Mystic Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's or unarmed strike's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.


Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected 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.

Denial of the Ego[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Denial of the Infirmity[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.



Tongue of the Sun and Moon[edit]

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Denial of Pain[edit]

Beginning at 14th level, your mastery of mystic energies grants you proficiency in all saving throws.


Denial of Consumption[edit]

At 15th level, the mystical energies within you sustain you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Detachment[edit]

Beginning at 18th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Enlightenment[edit]

At 20th level, you can draw on your inner reserve of mystical power to regain a portion of your magic energy. 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 5 or less. For example, you could choose to recover one 5th-level spell slot, five 1st-level spell slots, or one 2nd-level slot and on 3rd-level slot.

Solemn Vow[edit]

At 3rd level, you chose a solemn vow. Choose between Arcana/Mysticism, Depravity, Mercy, Naturalism, or Purity, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level. Those features include ideal spells and the Channel Divinity feature.

Solemn Vow[edit]

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level. Those features include ideal spells and the Channel Divinity feature.

Discipline/Ideal/Precept/Pursuit Mysticism Mercy Conservation Purgation Revenge

Solemn Vow Spells

Each ideal has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an ideal spell, you always have it prepared. Ideal spells don't count against the number of spells you can prepare each day.

If you gain an ideal spell that doesn't appear on the ascetic spell list, the spell is nonetheless an ascetic spell for you.


Occultism[edit]

<!-For subclasses introduce this class option here-> wizardy subclass, searches for knowledge

Ideal Spells

You gain Oath spells at the Ascetic Levels listed:

Ascetic Level Spells
3rd protection from evil and good, disguise self
5th aid, pass without trace
9th dispel magic, counterspell
13th banishment, greater invisibility
17th greater restoration, destructive wave


<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Depravity[edit]

<!-Introduce this subclass here-> Subclass for those that have abandoned their ideals and fallen into depravity

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Mercy[edit]

<!-Introduce this subclass here-> Healing subclass

Ideal Spells

You gain Oath spells at the Ascetic Levels listed:

Ascetic Level Spells
3rd cure wounds, sanctuary
5th calm emotions, lesser restoration
9th dispel magic, remove curse
13th death ward, reincarnation
17th mass cure wounds, greater restoration


Therapeutic Touch

Starting at 3rd level when you choose this ideal, 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 ascetic 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.

<!-Class Feature->

<!-Class feature game rule information->

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.


Conservation[edit]

<!-Introduce this subclass here-> Druidy Subclass. protects and studies nature

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->


Purgation[edit]

<!-Introduce this subclass here-> Excorcist subclass. fights demons and undead

<!-Class Feature->

<!-Class feature game rule information->

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

<!-Class Feature->

<!-Class feature game rule information->

,Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon or an unarmed strike, the creature takes an extra 1d8 radiant damage.

<!-Class Feature->

<!-Class feature game rule information->

Vengeance[edit]

<!-Introduce this subclass here-> Subclass for those focused on revenge or justice

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Mystic Arts Options[edit]

This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Mystic Arts Spells
Ascetic Level Spells
3rd shield
4th feather fall
5th aid
9th water walk
13th tongues
17th greater restoration
Unarmored Movement

Your speed increases by 10 feet while you aren't wearing armor or using a shield.

Mystic Barrier

You know the Shield spell. You may cast it once without expending a spell slot. Once you cast it this way, you can't do so again until you finish a short or long rest.

Ritual Caster
Third Eye

Prerequisite: 5th level

You know the See Invisibility spell. You may cast it once without expending a spell slot. Once you cast it this way, you can't do so again until you finish a short or long rest.

Resolute Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Mystic Sight

You know the Detect Magic spell. You may cast it once without expending a spell slot. Once you cast it this way, you can't do so again until you finish a short or long rest.

Eyes of the Rune Keeper

You can read all writing.

Mystic Sight

You know the Detect Magic spell. You may cast it once without expending a spell slot. Once you cast it this way, you can't do so again until you finish a short or long rest.

Lingering Aura

Prerequisite: 6th level When you deal damage using your Mystic Strike feature, creatures that take the force damage cannot regain hit points until the start of your next turn.


Ascetic Spell List[edit]

You know all of the spells on the basic Ascetic spell list and additional spells based on your subclass.

1st Level

Absorb Elements, Alarm, Animal Friendship, Bane, Bless, Burning Hands?? Cause Fear, Ceremony, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease?? Dissonant Whispers, Divine Favor, Expeditious Retreat?? Feather Fall, Goodberry, Heroism, Identify, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Searing Smite, Shield, Shield of Faith, Silvery Barbs, Thunderous Smite, Wrathful Smite

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ascetic class, you must meet these prerequisites: You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Wraps, Quarterstaves

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: