Aspect (5e Class)

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The Aspect[edit]

A cosmic embodiment who fights to maintain a balance, heralding major events that reshape worlds.

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(Comming Soon)

Creating an Aspect[edit]

The Aspect is a highly customizable class by the player.

(Comming Soon)

Class Features

As a Aspect you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Unarmed strike • All Simple Weapons
Tools: None
Saving Throws: Same as the Primary Path of your choice (Body • Soul • Mind)
Skills: Choose three from: • Athletics • Acrobatics • Insight • Perception • History • Arcana • Religion

Equipment

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

  • (a) any simple weapon or (b) a component pouch

Table: The Aspect

Level Proficiency
Bonus
Features Concentration Points
1st +2 Path of Ascension, Cosmic Awareness, Meditative Solace, Lingering Will 1 point
2nd +2 Choose a Path Feature 2 points
3rd +2 3 points
4th +2 Ability Score Improvement, Choose a Path Feature 4 points
5th +3 5 points
6th +3 Choose a Path Feature 6 points
7th +3 7 points
8th +3 Ability Score Improvement, Choose a Path Feature 8 points
9th +4 9 points
10th +4 Choose a Path Feature, Awakening 10 points
11th +4 11 points
12th +4 Ability Score Improvement, Choose a Path Feature 12 points
13th +5 13 points
14th +5 Choose a Path Feature 14 points
15th +5 15 points
16th +5 Ability Score Improvement, Choose a Path Feature 16 points
17th +6 17 points
18th +6 Choose a Path Feature 18 points
19th +6 Ability Score Improvement, Essence Renewal 19 points
20th +6 Choose a Path Feature,Transcendence 20 points

Concentration[edit]

Aspects can channel an internal reservoir of energy within themselves. This is represented by Concentration Points, which allow you to create a variety of effects as detailed in individual entries. The more powerful the Aspect, the more points you can invest in your abilities and empower their effects.

You have access to 1 concentration points at 1st level, and you gain one additional point every time you level up - as shown on the Aspect table for your level - to a maximum of 20 points at 20th level. As you reach higher levels, you will learn various ways to use your concentration points. When you spend a concentration point, it is unavailable until you finish a Long Rest, at the end of which you draw all of your expended concentration points back into yourself.

Augmentation[edit]

Some abilities require you to maintain your focus in order to fuel their effects. You can invest your concentration points to augment such abilities. When you augment an ability as an action, you immediately concentrate to keep its effects active. Each ability that has this feature explains the benefits and the type of action (if any) required to make it happen, as detailed in individual entries. These effects last until you dismiss them, otherwise, they end when you finish a short or long rest.

When you use the Augmentation feature, you choose which option to use. As long as you concentrate, you continue to gain the ability's benefits, but if you lose your concentration all effects end. You must first finish a short or long rest to use the augmentation of the same ability again.

Maintaining & Losing Focus[edit]

Normal activity, such as moving or attacking does not interfere with your concentration until otherwise noted. If you take damage while using the Augmentation of an ability, you must make a Constitution saving throw to maintain your focus. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage. Your DM might also decide that certain environmental phenomena, require you to succeed on a DC 10 Constitution saving throw to maintain your concentration.


Paths of Ascension[edit]

At 1st level the Aspect chooses one of the following Path(s) of Ascension:

Path of the Body
Path of the Soul
Path of the Mind

Each individual Path of Ascension provides innate abilities, which are uniquely based upon your primary choice - this largely determines how your character will develop. At 10th level, through Awakening, the Aspect chooses a secondary Path of Ascension, but only receives the minor abilities of that path. At 20th level, through Transcendence, the Aspect obtains one ability from final Path of Ascension.

Note: At every even level you can pick an ability of your choice from your path, as shown in the Aspect Table

Cosmic Awareness[edit]

You are capable of perceiving more concrete and abstract concepts. You feel a hunch if something is wrong and you have advantage on checks made to determine if something is an illusion or otherwise unnatural. In addition, you automatically know if a creature has been transformed by some means. (For example, a druid cannot disguise from you by using Wild Shape.)

Augmentation:

  • Empathy: If you spend 4 concentration points, you are able to focus on a creature and learn one of the following pieces of information from the DM:
• The creature’s alignment
• The creature’s current emotional state
• The creature’s motives, behavior, detect hostile intent, or level of trustworthiness.
• Any of the creature’s personality traits, bonds, ideals or flaws.
  • Wayfinder: If you spend 6 concentration points, you are able to expand your awareness. You instantly gain knowledge of one fact of your choice, about any of the following subjects related to the surrounding territory within 1 mile:
• Terrain and bodies of water
• Prevalent plants, minerals, animals, or people
• Powerful celestials, fey, fiends, elementals, undead or other entities...
• Influences from other planes of existence
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Meditative Solace[edit]

Once per day, you can go quiet for a period of time which allows you to calm yourself, even under duress. If you spend at least 30 minutes of the rest meditating you will regain 1 concentration point. As you reach higher levels, the number of points you are able to regain increases: at 6th level (2 points), 14th level (4 points) and 18th level (6 points). You can never have more concentration points than shown on the table for your level, and you must finish a Long Rest before you can use this feature again.

Lingering Will[edit]

The Aspect's determination is an immovable object in the face of the mightiest challenge. Your hit points maximum increases by +1 additional point, every time you gain a level in this class. Additionally, when you are reduced to 0 hit points and are not killed outright, you can expend all your remaining concentration points and return to life with 1 hit point instead.

Ability Score Increase[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.

Awakening[edit]

At 10th level, you can advance on the second Path of Ascension, but can only receive the minor abilities of that path. You cannot pick the same path twice.

Essence Renewal[edit]

At 19th level, you regain 1d4 concentration points whenever you finish a Short Rest. If you have no remaining concentration points when you roll for initiative, you instantly regain 4 concentration points.

Transcendence[edit]

At 20th level, light emanates from you as you reach into the collective unconscious and touch a font of power. You attain one ability of your choice, from the third and final Path of Ascension.




Path of the Body[edit]

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Aspects that follow the Path of the Body, devote themselves to the development of their physical prowess. Choose a single ability score: Constitution or Strength. You always have advantage on skill checks associated with that ability score.


Primary Skill: Innate Talent

Note: You get the ability of the Innate Talent only if Path of the Body is your primary path.

Aspects of the Body adopt a unique martial arts style as an extension of their bodies, that they naturally express through artful techniques. Each Innate Talent reflects your approach to perfect your fighting skills. At 1st level, you know one Innate Talent of your choice from the list, and you choose an additional talent when you reach 5th, 10th, 15th and 20th level.

  • Precision - Once on each of your turns, if your attack with an unarmed strike or a natural weapon misses a target within range, you can use your reaction to reroll the attack, turning the miss into a hit.
  • Endurance - Your body does no longer have any weak points. Any critical hit scored against you counts as a normal hit and no Attack roll can have advantage against you while you aren't Incapacitated.
  • Mastery - Whenever you are wielding a weapon you're proficient with (including unarmed strikes & natural weapons), add your proficiency bonus to the attack roll, for any attack you make with that weapon against the same target.
  • Discipline - When you hit a creature with an unarmed strike or a natural weapon, you can add your Strength modifier as a bonus to the damage roll. You can score a critical hit on a roll of 18-20.
  • Resolve - When an attacker that you can see successfully hits you with an attack, you can use your reaction to halve the attack's damage against you an equal amount to your Constitution modifier.
  • Tenacity - When you successfully hit a creature with an unarmed strike or a natural weapon, you can attack twice instead of once as a bonus action, assuming you haven't already taken a bonus action in your turn.
  • Dominance - When you score a critical hit with an unarmed strike or a natural weapon, your target must also succeed on a Strength saving throw. On a failed save, you impose disadvantage on the creature's rolls until the end of the encounter.
  • Audacity - Once per encounter, you can reroll an attack roll with an unarmed strike or a natural weapon against a creature that is higher level than you.


Synesthete

You receive an additional sensory input whenever a different sense of your choice is stimulated. Choose one of your senses to act as the sensory receiver of another sense, between sight, hearing, taste, touch, and smell. Your senses continue to work normally unless they are impaired for some reason. Magical displacement effects like invisibility, illusions or other similar effects confuse your synesthete senses, just as they would with your normal senses.

For example, you are able to see sound if you are deafened, or hear colors or light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

Augmentation:

  • Eternal Bond: For 2 concentration points, you can share one sense of your choice with that of a friendly creature and perceive what the subject is experiencing. You gain the benefits of any nonmagical special abilities your subject has tied to the chosen sense (such as low-light vision or scent), but you roll your own Perception checks. You cannot switch between senses with the same manifestation. You can also empower this ability in the following ways:
• For 3 concentration points, you can have your subject perceive one of your senses, instead of the other way around.
• For 4 concentration points, you can link to a second sense of the same subject.


Physical Retainment

Your body automatically adapts to hostile environments. Your proficiency bonus is doubled for any ability check you make that uses the Survival skill if you don't already have it. You can live in extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that place. The longer you stay in a certain type of environment the more your body adapts to it. You can move as normal in areas that count as difficult terrain, although penalties to movement and attacks (if any) for a particular environment, remain. Your appearance can slightly alter to match the environment (at the DM's discretion), although none of your Statistics change. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new appearance is physically capable of doing so. You also retain all of your skill and saving throw proficiencies.

Augmentation:

  • Physical Enhancement: For 6 concentration points, you are able to choose how to alter your form in one of the following ways:
• You can grow claws, fangs, spines, horns, or a different type of natural weapon of your choice. Your attacks deal bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon of your choice.
• You can adapt to an aquatic environment by sprouting gills, and grow webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
• You can sprout a pair of wings that allow you to glide, aid your jumps and negate fall damage from any height. You gain flying speed double to your walking speed.


Heart of Balance

Once per day you can convert your vitality to strengthen your power. When activating a path ability, instead of using any concentration points you can expend its cost with a number of hit points equal to your Constitution modifier. Your current hit point maximum will be reduced by the number of points expended. This reduction only lasts until you finish a Long rest, where you can regain all expended hit points.

Augmentation:

  • Rejuvenate: For 4 concentration points, you can make a saving throw to banish your ills and mend your wounds. On success, you can remove the presence of any unhealthy influences that might afflict your body with debilitating conditions – dazed, confused, nauseated, shaken, and/or stunned, poisons, diseases or any other conditions.
  • Inner Peace: For 6 concentration points, you can regain either all your daily powers, except this one, or a number of temporary hit points equal to your highest ability score.


Ancestral Form You are able to enter a state of heightened existence, for a short period of time. Your body becomes a reflection of the cosmic sky that courses through constellations. While you are in Ancestral Form, you gain bonus resistance equal to your Constitution modifier against all non-magical bludgeoning, piercing, and slashing damage types, enabling you to withstand greater injury. You can remain in this state until you end it as an action, until you drop to 0 hit points, or until you take a Long rest.

Augmentation:

  • Celestial Expansion: For 6 concentration points you invest in this ability, your size can increases in all dimensions up to two categories (For example, from Small up to Large, from Medium up to Huge...etc.). For each size category, your carrying capacity doubles and you gain +2 bonus on your Armor Class.



Path of the Soul[edit]

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Aspects that follow the Path of the Soul, devote themselves to define the magnitude of their spirit. Choose a single ability score: Wisdom or Charisma. You always have advantage on skill checks associated with that ability score.


Primary Skill: Soulspark Familiar

"A fragment of your soul manifests as a tiny floating wisp of light that follows you around, hovering over your shoulder. While featureless, the soulspark seems to emote using its own brilliance, ranging from a fierce blue-white burn to a contented glow."

Note: You get the ability of the Soulspark Familiar, only if Path of the Soul is your primary path.

The soulspark is an independent, conscious entity that can change color or intensity at will, but cannot move more than 30 feet away from you. It can pass through small holes, narrow openings or even mere cracks. It is insubstantial and cannot take damage from any attack targeting non-incorporeal creatures. If you fall unconscious, it simply unshapes until you complete a Short of Long Rest. As you go on adventures and overcome challenges, your Soulspark becomes more powerful and gains the following features when you reach certain levels:

  • Inner Flame - Starting at 1st level, the Soulspark can store an amount of concentration points equal to your Wisdom modifier to its incorporeal body, for later use. Concentration points stored this way, exceed the maximum limit of points available to you.
  • Beacon - Starting at 5th level, the Soulspark can shed bright light in a 10 feet radius (+5 feet beyond that, for each concetration point stored) as an action. If any of the light's area overlaps with an area of darkness, the darkness is temporarily negated. Creatures with light sensitivity, must succeed on a Charisma saving throw or become Blinded.
  • Feint - Starting at 10th level, the Soulspark can instantly create a harmless diversion such as disturbances in water, snuff out candlelight or the sound of whispers - to intrigue attention. This sensory effect persists for 1 round (+1 for each concentration point stored). Enemy creatures must succeed on a Wisdom saving throw, otherwise they provoke opportunity attacks from you and your allies.
  • Soulflare - Starting at 15th level, the Soulspark can perform an attack against a target of your choice as an action. This attack will deal radiant damage equal to your Charisma modifier (+1 per concentration point stored). Then the soulspark will linger for one round before flying back to you.
  • Rekindle - Starting at 20th level, when you are reduced to 0 hit points, but not killed outright, the Soulspark will keep on fighting in your turn with Soulflare. At the end of the encounter, the Soulspark will merge with your body, and you will return to life with a number of hit points equal to the amount of concentration point stored within the Soulspark. You can't use this feature again until you finish a Short or Long rest.


Ordeal of Spirit

The true measurement of a soul is the strength of its will. In order to encourage a soul's resilience, once per round you can designate an ordeal to test which souls are worthy to pursue their own fate. You perform this ability in a two-step process:

Step 1 - Grasp - Using at least one free hand, make a grapple check on a living creature of your choice within range, instead of an Attack roll. If you succeed, you will briefly extract a translucent spirit from the creature's physical body that is tethered to a spectral cord - its soul. You can hold its incorporeal essence, until the end of your next turn. The creature becomes Grappled for the duration.
Step 2 - Judge - The soul you are holding would struggle to escape your grasp and return to its host. Both you and the creature's soul will try to dominate each other on a roll (Charisma vs Constitution). If the soul succeeds on the saving throw, it is worthy to overcome your grip and harmlessly returns to the creature's body. On failure, your target receives damage equal to your Charisma modifier and becomes Fatigued.


Ethereal Perception

As your sight becomes attuned to the ethereal plane, your eyes emit a faint azure glow. You are now able to perceive the presence and become aware of any souls within 60 feet, able to detect and pinpoint their specific location. In addition to any normal light that might be present, your surroundings become illuminated by lesser distinctive points of brightness emitted by all living creatures. You can see this glow as long as they remain within your vision range, even if they are sufficiently obscured by thick walls, large objects, while in darkness or under concealment. You can no longer become susceptible, surprised or caught flat-footed by creatures which you can perceive their souls.

Augmentation:

  • Imbued Psyche: If you spend 4 concentration points, you are able to determine the relative power of the souls you perceive: stronger/weaker than you or comparable in power. Additionally, you can detect whether they use Nature, Arcane, Psionic or Divine magic, although you cannot determine the strength of such abilities. You recognize such a soul instantly if you encounter them again.


Incarnate Weapon

You can manifest a part of your soul as a spectral melee weapon in your empty hand (sized normally for you despite its overlarge appearance). When you initially summon your Incarnate Weapon, you automatically become proficient with it. All damage dealt with your Incarnate Weapon is considered magical, for the purposes of bypassing damage resistances. The weapon lasts until you dismiss it (no action required), if you become incapacitated, or if you die. Your Incarnate Weapon takes form according to one alignment component that defines your morality:

Lawful: Warhammer - Chaotic: Greatclub - Nautral: Quarterstaff - Good: Longsword -  Evil: Battleaxe

The Incarnate Weapon cannot be sundered or otherwise destroyed, but you can unshape it at will. If it leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet but attempts to return again, on the start of each turn.

Note: If you are defined by two alignment components (Exp. chaotic neutral, lawful evil...etc.), you choose the form of your Incarnate Weapon each time you summon it.

Augmentation:

  • Soul Sheath: For 2 concentration points, you can add your Wisdom modifier to attack rolls made with your Incarnate Weapon, and deal bonus damage equal your Charisma modifier to creatures of the opposing alignment, on hit.


Soul Resonance

The power of an Aspect's soul is too much for an individual to bear, and as a result, it radiates from their origin - forming an intangible yet powerful aura that affects the surrounding area. You emanate an aura in a 15-foot-radius, that moves with you and it is centered on you. All friendly creatures within your aura's radius have the same advantage as your primary path's ability saving throw (with a minimum bonus of +1). You must be conscious to grant this bonus. Manifesting the aura, requires your focus and all effects depend on the amount of concentration you invest to augment this ability in the following ways:

Augmentation:

  • Soul Armor: For 6 concentration points, you aura acts as a protective shell around yourself. It has temporary hit points equal to your Level + Charisma modifier and whenever you take damage, your aura receives the damage instead. If this damage reduces the protective shell to 0 hit points, you take any remaining damage. It requires no action to dismiss your soul armor.
  • Zone of Valor: For 8 concentration points, you are able to increases the range of the aura's radius up to 30 feet. At the beginning of your turn, you and all friendly creatures within your aura regain a number of hit points equal to your Wisdom modifier and have resistance against being Charmed or Frightened. Additionally, the area within your aura becomes difficult terrain for enemies creatures.



Path of the Mind[edit]

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Aspects that follow the Path of the Mind, devote themselves to enhance their mental agility. Choose a single ability score: Intelligence or Dexterity. You always have advantage on skill checks associated with that ability score.


Primary Skill: Lucid Dreaming

Note: You get the ability of the Lucid Dreaming, only if Path of the Mind is your primary path.

During a Short or Long Rest, you are able to realize that you are dreaming, briefly becoming a creature of conscious thought. You manifest a mental image of yourself - a Dream Form - which resembles your mortal form in almost every way, replicating your game statistics. In this form, you can move through a menagerie of fears and desires created by the minds of dreamers everywhere on the same plane of existence as you. Thus, you can enter another creatures' dreams, but only as long as the creature remains asleep. While in this state, you are aware of your surroundings, but you can't take any actions or move in the waking world. At the DM’s discretion, your Dream Form can be attacked, although it will lack any hit points. If it receives damage, you return to your body and wake up.

In your Dream Form, you are drawn to the edge of the unconscious and thus can't perform any of your abilities. Instead, you can perform certain actions in one of the following ways, by succeeding on an Intelligence saving saving throw:

  • Journey (DC 5) - Take one willing creature along with you, leaving your mortal bodies behind sleeping. Any creatures that come along when Lucid Dreaming is manifested also makes the transition to the borders of unconscious thought.
  • Distortion (DC 8) - Change your personal appearance as you wish. You are able to adopt the outward appearance of a creature within at least two size categories of your own.
  • Dreamweaver (DC 10) - Shape the environment of the dream, creating landscapes, objects, and other features such as lighting, terrain, architecture, vegetation, and other relatively innocuous characteristics of the dreamscape. You must roll separate checks each time you wish to alter the dream's environment.
  • Nightmare (DC 15) - Force a sleeping creature to make an Intelligence saving throw. On a failed save, the dreamscape spawns echoes of a nightmare that lasts as long as the creature remains asleep, and prevents it from gaining any benefit from that rest. In addition, when the creature wakes up, it makes all saving throws with disadvantage until it performs another rest. The target recalls the nightmare perfectly upon waking.


Lure of Knowledge

You understand that all knowledge must be preserved, saved and protected. Your powerful mind allows you to pick up new talents quickly and it takes half as long to train yourself in a new skill or tool. Additionally, you can mimic the speech, accent, writing, and observing the behavior of someone that you have interacted with for at least 1 hour, enabling you to pass yourself off as a native of a particular land.

Augmentation:

  • Endowement: For 3 concentration points, you become naturally able to reroute your memory, mind, and skill expertise. You immediately gain a bonus +5 to a skill of your choice for 1 hour, which means that your proficiency bonus is doubled for any ability check you make when performing an action related to that skill. You cannot exceed the normal maximum ranks for your level in any skill.
  • Remembrance: For 6 concentration points, you can read the mental imprint left on a person, place or an object and learn a few basic facts. Attempt to make an Intelligence check (Arcana, History, Nature, Religion). A successful roll allows you to perceive a mental image from your target’s perspective, showing you events that have occurred near it within the past 24 hours, even if you don't recognize their meaning. You see and hear such events as if you were there, but cannot use your other senses. If you touch a book or scroll, you instantly absorb the knowledge contained within, as if you had just read it.


Tactical Ingenuity

Your keen ability to assess tactical situations graces you to act quickly in battle. You receive a bonus equal to your Intelligence modifier (minimum of +1) on your Dexterity checks whenever you attempt a maneuver, ability check, skill check, or saving throw. Additionally, you can add your Dexterity modifier (minimum of +1) to your Initiative Rolls.

Augmentation:

  • Foresight: For 3 concentration points, your mind can anticipate your enemy’s movements and use their momentum against them. When a creature makes an attack roll, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against that creature has advantage.


Clarity of Cognition

You become well practiced in training your mental barriers. If you roll a 1 or 2 on saving throws to resist being charmed, frightened, threatened or distracted, you can reroll the die and use the new roll instead. Additionally, no matter what you say you can't be compelled to tell the truth by magic unless you choose to be truthful.

Augmentation:

  • Disorient: If you spend 4 concentration points, you can dominate the minds of nearby enemies with deranged thoughts, provoking them to turn on their allies. You force an enemy of your choice to make a basic attack against its nearest ally (you choose the target if there are multiple possible targets). If it can’t make the attack, your target takes psychic damage equal to your Level + Intelligence modifier instead and becomes dazed. If the target successfully saves, it gains no inherent knowledge that they were targeted by this ability, but suffers -1d4 penalty on all Intelligence saving throws.


Mental Harrier

Your constant training allows you to create a mental bond between yourself and one melee weapon that you are proficienct with. You must meditate on the weapon over the course of 1 hour, which can be done during a short rest, allowing you to levitate and handle it without the need to make any direct contact. As long as you stay concentrated, the weapon's reach can strike from an increased distance of 10 feet, outside of its normal reach. Attacks you perform this way, receive a bonus damage equal to you Intelligence modifier. You use your Dexterity modifier for the weapon's saving throws.

Augmentation:

  • Mind of Its Own: For each concetration point you invest in this ability, the weapon's reach increases by an additional 5 feet and can repeat the Attack within 5 feet of it's current position.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the battlemind class, you must meet these prerequisites: Con 13 and Int 13


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