Awakened Duality Class (Duality&Dice 5e Homebrew)

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The only available class in the Duality&Dice 5e Homebrew.

Awakened Duality (Class)[edit]

Class Features[edit]

Hit points:

  • Hit dice: d8
  • Hit points at level 1: 8+Con modifier
  • Hit points per level past level 1: 1d8 (or 6)+Con modifier

Proficiencies:

  • Saving Throws: None
  • Weapons: Agency Weapons
  • Tools: None
  • Armors: None
  • Skills: 5 of your choice

Equipment:

Damage Scaling[edit]
All Damage Dice follows a progression system, whereas each level is a different damage tier. (1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>...) Each time it cycles back to d6s, it doubles the amount of damage dice.

Awakened Duality Class Table[edit]

Level Proficiency Bonus Abilities Unarmored Movement Zenire
1 +2 Zenire, Specialization, Divinity - 5
2 +2 Unarmed Movement, Unarmed Defense +5ft 10
3 +2 Optimized Action, Calm Mind +10ft 15
4 +2 Ability Score Improvement, Recruitment +15ft 20
5 +3 Extra Attack, Zenire Strikes, Auxiliaries, Showtime +20ft 25
6 +3 Alchemy, Specialization Feature, Ability Score Improvement +25ft 30
7 +3 Further Optimized, Zen Mind, Extra Attack (2) +30ft 35
8 +3 Body and Mind, Action Surge, Ability Score Improvement +35ft 40
9 +4 Bodily Enhancements, Recruitment Feature +40ft 45
10 +4 Evolution, Ability Score Improvement, Extra Attack (3) +45ft 50
11 +4 Specialization Feature, Devastating Force +50ft 55
12 +4 Zenire Focus, Untamed Power, Ability Score Improvement +50ft 60
13 +5 Ebb and Flow, Soul and Mind as One +55ft 65
14 +5 Karmic Debt, Recruitment Feature, Extra Attack (4) +55ft 70
15 +5 Specialization Feature, Perfected Optimization, Tranquil Zen +60ft 75
16 +5 Extra Attack(5), Zenire Pulse, Action Surge(2), Ability Score Improvement +60ft 80
17 +6 Recruitment Feature, Showtime Enhancement +65ft 85
18 +6 Extra Attack(6), Extremity, Ability Score Improvement +65ft 90
19 +6 Specialization Feature, Forsaken Boon +70ft 95
20 +6 True Awakening, Action Surge(3), Ability Score Improvement +70ft 100
21 +7 Divine Boon, Extra Attack(7), Ability Score Improvement +100ft 110
22 +7 Specialization Rerun, Action Surge(4), Ability Score Improvement +110ft 120
23 +8 Specialization Rerun, Divine Boon, Extra Attack(8) +120ft 130
24 +8 Karmic Awakening, Karma Reversal, Ability Score Improvement +150ft 150
25 +9 Divinity Unfurled, Extra Attack(9), Ability Score Improvement +200ft 200
26 +10 False Divinity, Men Among Gods, Ability Score Improvement +260ft 260

1st Level[edit]

Zenire[edit]

A mystic energy that flows within you, allowing you to be more capable in all aspects. You have an amount of Zenire equal to 5 times your Awakened level and can access many abilities with this energy. You can choose Intelligence, Wisdom, or Charisma as a Zenire ability modifier.

  • Zenire Save DC: 8+proficiency bonus+Zenire ability modifier
  • Zenire Attack Bonus: proficiency bonus+Zenire ability modifier

You regain all Zenire after a long rest and half of your Zenire on a short rest.

Divinity[edit]

You were blessed by the gods, granting you immense power and true access to your Zenire, select a Divinity.

Specialization[edit]

Select a specialization between Serene, Experienced, or Adventurous.

Serene[edit]

Mind and Soul: Your innate mastery of the mind and body grants you superb control over your Zenire, you can add your Intelligence and Constitution modifiers to your Zenire total after other increases.

Knowledge Unveiled: Knowledge came easy, and from it was born power, you gain proficiency in Intelligence and Constitution Saving throws and you gain expertise in a skill you have proficiency in and you gain proficiency in 2 skills you don’t have proficiency in. Additionally you can spend Zenire equal to your proficiency bonus to ignore disadvantage on saving throws.

Experienced:[edit]

Fighting Style: Your experience in battle has quickly adopted into a specialized form, select one of the following fighting styles.

  • Archery: You gain a +4 to attack rolls made with a ranged weapon.
  • Defense: You can add +3 to your AC.
  • Dueling: When you are wielding a melee weapon and no other weapons, you gain a +3 bonus to damage rolls with that weapon.
  • Jumping: You have a +5 to hit when attacking creatures if you and an ally are within 5ft of the creature.
  • Stealth Attacker: When attacking a creature that doesn’t know of your presence, or that you have advantage against, you can add your proficiency bonus to the damage if you hit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack, and increase your AC by 1.

Unwavering Combatant: You know your way around the battlefield and can properly adjust to battles, you gain proficiency in Strength and Wisdom Saving throws and you can add your proficiency bonus twice to these saving throws.

Adventurous[edit]

Martial Arts: You never learned how to use weapons, and just freestyle combat however you see fit. Select one of the following Martial Arts Styles.

  • Kung Fu: Classic Martial Arts, your unarmed strikes use Dexterity and deal 1d10 damage, upgrading to 2d6 at level 5, 2d10 at level 9, 4d6 at level 13, and 4d10 at level 17. Additionally, when taking the Attack action to make an unarmed strike you can expend Zenire up to your proficiency bonus to make additional unarmed strikes equal to the amount of Zenire spent.
  • Acrobat: Dexterous maneuverability from your time jumping about, your unarmed strikes use Dexterity and deal 1d6 damage, upgrading to 1d10 at level 5, 2d6 at level 9, 2d10 at level 13, and 4d6 at level 17. Additionally, you don’t provoke opportunity attacks from creatures you’ve hit during that round.
  • Boxer: Hit hard and strike fast, your unarmed strikes use Dexterity and deal 2d6 damage, upgrading to 2d10 at level 5, 4d6 at level 9, 4d10 at level 13, and 8d6 at level 17. Additionally, your AC increases by 2 against melee attacks.

Free Spirit: You don’t let anything hold you back from your ambitions, you gain proficiency in Dexterity and Charisma Saving throws and you are not affected by difficult terrain. Additionally, your movement speed increases by an amount equal to 5*proficiency bonus.


2nd Level[edit]

Unarmored Movement[edit]

  • While not wearing armor, your movement speed increases by 5ft, this increases at each consecutive level as listed in the class table. Additionally at 10th level, you gain the ability to move vertically across walls and on water.
  • If you are moving more than 150ft in a round, you gain a +2 to AC, and a +1 for every 25ft after 150ft.

Unarmored Defense[edit]

  • While not wearing armor, your AC becomes 10+DEX+Your Zenire Ability Modifier.

3rd Level[edit]

Optimized Action[edit]

With the state of this cursed world, you know you aren’t doing enough to beat the monsters, so you got stronger. You gain the following abilities.

  • Onslaught: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can make attacks equal to half the Zenire spent.
  • Flee: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Disengage and Dash action.
  • Still Mind: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Dodge action, when opponents miss you while in this state, you can make an attack against them if they are within range.

Calm Mind[edit]

Staying calm is what is needed to survive in this world, you focused your mind and soul to be better.

  • Enhance: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can enhance your body, increasing the damage tier of all attacks this turn by 1.
  • Focus: As a reaction for an amount of Zenire equal to your proficiency bonus, you can add your proficiency bonus to a saving throw you make.
  • Steady Aim: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can gain advantage on a ranged attack roll you make, you lose this benefit if you move more than half your movement speed in the turn.

4th Level[edit]

Ability Score Improvement[edit]

You’ve grown and it truly shows, you can select a Divine Feat or add a total of +4 to your stats. Optionally, you can select a regular D&D feat at your dm’s discretion.

Recruitment[edit]

Your skills have been properly recognized, and you have been invited to be a full fledged member of The Agency. You gain access to Gadgets and can choose between one of these branches, granting different benefits.

Assassination Branch[edit]

Focused on single target elimination, the Assassination Branch will allow you to hone in on your killer instinct. You gain the following benefits:

  • Murderous Intent: When attacking a creature that has not yet taken a turn, all successful hits will be critical hits.
  • Singled Out: When there are less enemies than allies on the battlefield, you deal additional damage equal to your level on a successful hit.
War Branch[edit]

When peace is shattered, the War Branch is always there to end the tides against the armies. You gain the following benefits:

  • Turn the Tides: While in combat, you have a 30ft aura around you in which all allies will heal hit points equal to half your level (rounded up) at the start of your turn.
  • Army Slayer: When there are more enemies than allies on the battlefield, you gain advantage on all attacks.
Balance Branch[edit]

Keeping the world in check is no easy feat, but the Balance Branch will fix you right up to make sure there is no discrepancy in the world. You gain the following benefits:

  • Eternal Cycle: When killing a creature, you regain hit points equal to your level+the creature’s CR (rounded up).
  • Balanced Matchup: When there are an equal number of enemies and allies on the battlefield, all Zenire consumption of allies is reduced by your level (to a minimum of 1).

5th Level[edit]

Extra Attack[edit]

When taking the attack action, you can make an additional attack.

Zenire Strikes[edit]

You have gained an aptitude towards using your Zenire, now being able to enhance your attacks freely. You can add 2 additional damage dice to all damage rolls you make (except Firearms). Additionally, by expending Zenire up to your Zenire Modifier, you can double the additional damage dice per Zenire spent.

Auxiliaries[edit]

Quick tip from your Agency supervisors, don't die. A task made much easier with the help of these useful tools. You can select an Auxiliary from the list. You can change which Auxiliary you have equipped at the end of a long rest, or if you are at an Agency building.

Showtime[edit]

Your bond with your allies has grown, you can now use the sacred bonds of action to obliterate your opponents. You gain the following benefits.

  • You gain proficiency in Performance, if you already have proficiency, you gain Expertise. If you already have Expertise, you gain advantage when rolling Performance.
  • You can band together with an ally to create a Showtime attack, which utilizes the best within both of you. When the dm allows the execution of a Showtime attack, you and your ally narrate how it affects the creature targeted, then you both make a Performance check. The combined number rolled*50 is the amount of damage dealt by the Showtime. This damage increases to the combined number rolled*100 at level 14.

6th Level[edit]

Alchemy[edit]

A secret art, now known to you. You gain access to all abilities you meet the prerequisites of in the Alchemy page.

Specialization Feature[edit]

You've grown, and it truly shows in your capabilities. You gain abilities based on the Specialization you picked.

Serene[edit]

Enhanced Soul: When making a saving throw, you can expend 5 Zenire to gain Saving Throw Efficiency for that saving throw. Saving Throw Efficiency allows you to take half effects on a failed save and no effects on a success. Additionally, you can add your Constitution and Intelligence modifiers to your Zenire Twice after other additive effects.

Experienced[edit]

Fighting Style Enhancements: You can choose an additional fighting style from your Specialization. Additionally, all fighting styles gain enhanced versions as shown.

  • Archery: You gain a +4 to ranged attack rolls and a +2 to damage from ranged attacks.
  • Defense: You gain a +3 to AC and a +1 to all saving throws.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +3 to attack rolls and damage.
  • Jumping: You have a +5 to hit and advantage when attacking creatures if you and an ally are within 5ft of the creature.
  • Stealth Attacker: When attacking a creature that doesn’t know of your presence, or that you have advantage against, you can add your proficiency bonus twice to the damage if you hit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack, you can add your proficiency bonus twice on the attack roll, and you increase your AC by 1.
Adventurous[edit]

Martial Arts Enhancements: Your martial arts style becomes enhanced as shown.

  • Kung Fu: Classic Martial Arts, your unarmed strikes use Dexterity and deal 1d10 damage, upgrading to 1d12 at level 5, 2d8 at level 9, 2d12 at level 13, and 4d8 at level 17. Additionally, when taking the Attack action you can expend Zenire up to your proficiency bonus to make additional unarmed strikes equal to the amount of Zenire spent. All creatures hit must make a Constitution saving throw or be knocked prone. Creatures can only be subjected to 1 saving throw this way per round.
  • Acrobat: Dexterous maneuverability from your time jumping about, your unarmed strikes use Dexterity and deal 1d6 damage, upgrading to 1d10 at level 5, 2d6 at level 9, 2d10 at level 13, and 4d6 at level 17. Additionally, you don’t provoke opportunity attacks from creatures and you can add your Acrobatics modifier to the damage of all unarmed strikes.
  • Boxer: Hit hard and strike fast, your unarmed strikes use Dexterity and deal 2d6 damage, upgrading to 2d10 at level 5, 4d6 at level 9, 4d10 at level 13, and 8d6 at level 17. Additionally, your AC increases by 3 against melee attacks and you can reduce damage taken of any attack by your Constitution modifier twice (to a minimum of 1).

7th Level[edit]

Further Optimized[edit]

You got stronger before, now you got smarter with that strength. Your Optimized Action has become enhanced as shown.

  • Onslaught: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can make attacks equal to the Zenire spent.
  • Flee: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Disengage and Dash action, this version of the Dash action triples your movement speed.
  • Still Mind: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Dodge action, when opponents miss you while in this state, you cadn move up to half your movement speed and make an attack against them if they are within range.

Zen Mind[edit]

The calm mind you had once before wasn't enough. Now you have achieved a peaceful zen in your mind. Your Calm Mind has become enhanced as shown.

  • Enhance: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can enhance your body, increasing the damage tier of all attacks this turn by 3.
  • Focus: As a reaction for an amount of Zenire equal to your proficiency bonus, you can add your proficiency bonus twice to a saving throw you make.
  • Steady Aim: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can gain advantage on an attack roll you make, you lose this benefit if you move more than your base movement speed in the turn.

8th Level[edit]

Body and Mind[edit]

You have honed your body and mind past normal human limitations. You gain the following benefits.

  • You gain a +4 to Concentration saving throws.
  • You can reduce damage taken by your proficiency bonus(to a minimum of 1) once per round.

Action Surge[edit]

Adrenaline fills your veins in combat. You gain the following benefits.

  • During combat, you can gain an additional action for your turn. You regain this feature on a short or long rest.

9th Level[edit]

Bodily Enhancements[edit]

With all the Zenire coursing through your body, it managed to improve your physique. You gain the following benefits.

  • You gain a +5 in Strength, Dexterity, or Constitution.
  • You gain a Body Feat you meet the requirements of based on the stat you improved.

Recruitment Feature[edit]

All the work you've put into helping in The Agency has paid off. You gain the following benefits based on the Recruitment Branch you picked.

Assassination Branch[edit]

The art of assassination is more than just killing, it requires deep thought, process, and planning. You gain the following benefits.

  • Cut Them Deep: When attacking an enemy that has not taken a turn yet, you deal an additional 6d8 damage.
  • Swift Actions: You gain a +3 to your Initiative rolls.
War Branch[edit]

War is a declaration to fight for what each side believes in. A bloody argument. You gain the following benefits.

  • Stand Tall: All allies within 10ft of you gain a +2 to their AC.
  • Never Falter: All allies within 20ft of you are immune to the Frightened Condition.
Balance Branch[edit]

To maintain balance is a tough job, do you slay good and evil? You gain the following benefits.

  • Here We Stand: When an ally you can see receives damage, you can make the attacker take damage equal to half of the damage.
  • Here They Fall: When an enemy you can see dies, all allies within 20ft of that enemy gain the Radiant Buff.

10th Level[edit]

Evolution[edit]

The Zenire inside your body has made your body undergo a transformation. Almost mimicking the Divine. You gain the following benefits.

  • You gain a +2 to every stat.
  • Your AC increases by 2.
  • Your Zenire Attack Bonus and Zenire Save DC increase by 1.
  • You can expend Zenire up to your proficiency bonus to increase the damage of abilities from your Divinity by 1 tier per Zenire spent.

11th Level[edit]

Specialization Feature[edit]

You've awakened your strength even further. You gain the following abilities based on the Specialization you picked.

Serene[edit]

Mind Over Matter:

  • You gain advantage to all saving throws.
  • Your Zenire total increases by 20%(rounded up).
  • You gain advantage to all skill checks.
  • All of your damage increases by 1 tier.
Experienced[edit]

Fighting Style Enhancements: You can choose an additional fighting style from your Specialization. Additionally, all fighting styles become further enhanced versions as shown.

  • Archery: You gain a +15 to ranged attack rolls and a +8 to damage from ranged attacks.
  • Defense: You gain a +7 to AC and a +4 to all saving throws.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +10 to attack rolls and damage.
  • Jumping: You have a +12 to hit and advantage when attacking creatures if you and an ally are within 5ft of the creature.
  • Stealth Attacker: When attacking a creature that doesn’t know of your presence, or that you have advantage against, you can increase the damage tier by your proficiency bonus twice.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack, you can add your proficiency bonus twice on the attack rolls, you can increase both attacks damage tiers by 1, and you increase your AC by 3.
Adventurous[edit]

Martial Arts Enhancements: Your martial arts style becomes enhanced as shown.

  • Kung Fu: Classic Martial Arts, your unarmed strikes use Dexterity and deal 1d10 damage, upgrading to 1d12 at level 5, 2d8 at level 9, 2d12 at level 13, and 4d8 at level 17. Additionally, when taking the Attack action you can expend Zenire up to your proficiency bonus to make additional unarmed strikes equal to the amount of Zenire spent. All creatures hit must make a Constitution saving throw or be knocked prone. Creatures can only be subjected to saving throws this way 5 times per round.
  • Acrobat: Dexterous maneuverability from your time jumping about, your unarmed strikes use Dexterity and deal 1d6 damage, upgrading to 1d10 at level 5, 2d6 at level 9, 2d10 at level 13, and 4d6 at level 17. Additionally, you don’t provoke opportunity attacks from creatures and you can increase the damage tier of all unarmed strikes by your Acrobatics modifier.
  • Boxer: Hit hard and strike fast, your unarmed strikes use Dexterity and deal 2d6 damage, upgrading to 2d10 at level 5, 4d6 at level 9, 4d10 at level 13, and 8d6 at level 17. Additionally, your AC and saving throws increase by 5 against attacks and you can reduce damage taken of any attack by your Constitution modifier twice (to a minimum of 1).

Devastating Force[edit]

Your Zenire has reached Divine levels and your destructive capabilities have increased as well. You gain the following benefits.

  • Your Zenire attack modifier and Zenire Save DC increase by 5.
  • You deal double damage to Constructs and Buildings.
  • Enemies take 1 damage per round while within 5ft of you.
  • Your Zenire Strikes increase damage dice by your proficiency bonus.

12th Level[edit]

Zenire Focus[edit]

The massive amounts of Zenire within you boost your brain's processing power. You gain the following benefits.

  • You gain a bonus to hit equal to 1/10th of your Zenire total (rounded up).
  • Your Perception increases by +2.
  • You gain a +2 to initiative rolls.

Untamed Power[edit]

The, almost divine, amount of power you hold has changed everything. You gain the following benefits.

  • By expending 10 Zenire on an successful attack, you can automatically turn the attack into a critical hit. This feature will not allow for the instakill feature of Firearms.
  • When landing a critical hit, you can increase the damage tier of the overall damage by 2.
  • You gain a +2 to your Zenire Attack Rolls and Zenire Save DC.

13th Level[edit]

Ebb and Flow[edit]

You've perfected your every movement in combat. Your Optimized Action has become enhanced as shown.

  • Onslaught: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can make attacks equal to double the Zenire spent.
  • Flee: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Disengage and Dash action, this version of the Dash action triples your movement speed as well as increases your AC by 1 for every 50ft you move this turn.
  • Still Mind: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Dodge action, when opponents miss you while in this state, you can move up to your movement speed and make 2 attacks against them if they are within range.

Mind and Soul as One[edit]

You don't think in combat anymore. You just use your instinct and it works. Your Calm Mind has become enhanced as shown.

  • Enhance: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can enhance your body, increasing the damage tier of all attacks this turn by 5.
  • Focus: As a reaction for an amount of Zenire equal to your proficiency bonus, you can add your proficiency bonus 5 times to a saving throw you make.
  • Steady Aim: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can gain triple advantage on all attack rolls you make this round, you lose this benefit if you move more than your base movement speed this turn.

14th Level[edit]

Karmic Debt[edit]

All the power, rivalling even the Divine. You knew it had to have a price, and so it did. You gain the following benefits.

  • When you kill a creature, you gain Gaiire equal to the CR of the creature. When your Gaiire is greater than your Zenire total, you will take 5d4 damage whenever you use Zenire. When your Gaiire is greater than or equal to double your Zenire total, you will take 10d6 damage whenever you use Zenire. Gaiire can be cleansed by the Goddess of Purity.

Recruitment Feature[edit]

You've shown great prowess in your branch of The Agency. You gain the following benefits based on the Recruitment branch you picked.

Assassination Branch[edit]

If you kill the enemy fast enough, defenses are not necessary.

  • Your hit dice is reduced by 1 (d10>d8>d6).
  • Your AC is increased by 7.
  • Your damage tier of all attacks is increased by 5.
War Branch[edit]

Survival is a necessity in a combat.

  • Your hit dice is increased by 1 (d8>d10>d12>d20>2d12)
  • Your AC is increased by 4.
  • Your hit point maximum is increased by your level.
Balance Branch[edit]

Maintaining composure in the face of adversity is the true way to fight.

  • Your AC is increased by 3.
  • You gain a +7 to all Saving Throws.

15th Level[edit]

Specialization Feature[edit]

Improving upon you abilities even further than before, you've reached greater heights. You gain the following abilities based on the Specialization you picked.

Serene[edit]

Peace of Mind

  • You gain expertise in all saving throws.
  • You gain permanent Saving Throw Efficiency for Intelligence and Constitution saving throws.
  • Your AC increases by your proficiency bonus.
  • When you are hit with an attack, you can use a reaction to half the damage recieved.
Experienced[edit]

Field Expert

  • You can add your proficiency bonus to attack rolls and damage of weapons.
  • As a bonus action, you can brace. Receiving the minimum possible damage from all attacks until the start of your next turn.
  • You gain resistance to Slashing, Bludgeoning, and Piercing damage from weapon attacks.
Adventurous[edit]

True Freedom

  • At the start of each of your turns, you can roll a Dexterity Saving Throw against a target that inflicted you with a Condition or Debuff to end the condition or Debuff early.
  • Your movement speed cannot be reduced.
  • Whenever you are hit with an attack, you can roll a d10. On a 10, you will receive no damage. On a 1-9, you will receive damage as normal.

Perfected Optimization[edit]

The pinnacle of utilizing Zenire in basic combat. Your Optimized Action has been improved as shown.

  • Onslaught: As a bonus action for an amount of Zenire equal to half your proficiency bonus, you can make attacks equal to double your proficiency bonus.
  • Flee: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Disengage and Dash action, this version of the Dash action triples your movement speed as well as increases your AC by 1 for every 10ft you move this turn.
  • Still Mind: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can take the Dodge action, when opponents miss you while in this state, you can move up to your movement speed and make attacks against them up to your proficiency bonus if they are within range.

Tranquil Zen[edit]

Absolute peace of mind, all brought forward by Zenire. Your Calm Mind has become enhanced as shown.

  • Enhance: As a bonus action for an amount of Zenire equal to your proficiency bonus, you can enhance your body, increasing the damage tier of all attacks this turn by 10.
  • Focus: As a reaction for an amount of Zenire equal to your proficiency bonus, you can add your proficiency bonus 5 times to all saving throw you make for the next 3 rounds.
  • Steady Aim: As a bonus action for an amount of Zenire equal to half your proficiency bonus, you can gain triple advantage on all attack rolls you make this round.

16th Level[edit]

Zenire Pulse[edit]

The Zenire flowing within your veins, it's almost like a second blood. You gain the following benefits.

  • You can add your Zenire ability modifier to your hit points for every level.
  • Your AC increases by an amount equal to your proficiency bonus.
  • You gain a +10 to hit as long as you have more than 30 Zenire.

Action Surge(2)[edit]

Zenire gives you a rush of adrenaline. You now have two uses of Action Surge per short or long rest.


17th Level[edit]

Recruitment Feature[edit]

The Agency expects nothing but the best. Show them you can exceed expectations. You gain the following benefits based on the Recruitment Branch you picked.

Assassination Branch[edit]

Killing, a simple concept. Make it happen.

  • When attacking a creature that is below it's maximum hit points, all of your damage is doubled.
  • All of your critical hits will increase damage by another 1.5x.
  • You gain advantage and a +20 to hit when attacking humanoids or creatures that haven't taken a turn in combat.
War Branch[edit]

Survival, the number one rule of fighting.

  • When you are hit by an attack, you can reduce the damage to 0. You can do this a number of times equal to your proficiency bonus per long rest.
  • You have advantage to death saving throws. Additionally, you only need to succeed 2 death saves to stabilize yourself as opposed to 3.
  • You gain a +20 to AC from attacks from non humanoid creatures.
Balance Branch[edit]

Maintain, why ask for any more.

  • Your Zenire total increases by 20%.
  • Your Zenire Attack Bonus and Zenire Save DC increase by 10.
  • You gain a 30ft aura around you granting all creatures of your choice (including you) the Radiant buff.

Showtime Enhancement[edit]

Your bond with your allies has grown even stronger. You gain the following benefits to your Showtime.

  • The damage of your Showtime is doubled, this feature can stack with other allies.
  • After achieving a Showtime, you gain the Deadeye and Radiant Buffs.
  • After achieving a Showtime, you and all allies within 30ft of you gain the Blossoming Bud Buff for 1 minute.

18th Level[edit]

Extremity[edit]

Zenire is closely bonded to life, maybe that can be utilized. You gain the following benefits.

  • When making a Zenire based attack, you can expend 10% of your max hit points to triple the damage and guarantee a hit or failed save.

19th Level[edit]

Specialization Feature[edit]

You've nearly perfected your techniques and skills. You gain the following benefits based on the Specialization you picked.

Serene[edit]
  • The damage tier of all Zenire based attacks increases by 10.
  • Your Zenire maximum increases by 20%(rounded up).
  • Your Zenire Save DC increases by 10.
  • Your Zenire Attack Bonus increases by 6.
Experienced[edit]
  • The damage tier of all weapon attacks increases by 8.
  • You gain a +15 to hit with weapon attacks.
  • You gain a +30 to damage with weapon attacks.
  • You heal 7d8 hit points when killing a creature with a weapon attack.
Adventurous[edit]
  • The damage tier of all unarmed strikes increases by 20.
  • Your AC increases by 15.
  • Your movement speed is tripled.
  • Your initiative increases by 10.

Forsaken Boon[edit]

Your Karma has opened possibilities to improve further. You can select a Forsaken Boon. Alternatively, you can take a Divine Feat.


20th Level[edit]

True Awakening[edit]

The powers of your Zenire have reached a truly divine level. From this, you yourself have become a divine being. You gain the following benefits.

  • All of your stats below 20, become 20.
  • All of your stats above 20, gain a +10.
  • All damage dice is increased by 7 damage tiers.
  • If you die, you will be resurrected where your body is after 1 year.

21st Level[edit]


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