Barriomancer (5e Class)

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Barriomancer[edit]

A half elf walks with her party through a forest, and a group of bandits sneak up on and strike at the wizard, only to be surprised as a glimmer of force prevents their strikes from dealing any noticeable damage. She smiles to herself as she replaces the damaged barrier with a new one as the rest of the party quickly dispatches the bandits.

A young street urchin is getting beaten because of his failure to pick the pocket of a traveling trader. He fears for his life and just as suddenly as the pain starts, it stops. He opens his eyes and sees that the cuts and wounds across his body are closing, even as the aggressors are still striking him.

Guardian of Many[edit]

Barriomancers are those who channel Barriers to protect themselves and those they care for. Some take this path because they know that the best offense is a good defense, and others take it due to fear of being hurt while still refusing to fight. Whatever the reason, the defense they provide is incredible, and should never be ignored.

Creating a Barriomancer[edit]

When making a Barriomancer, ask yourself why you chose to focus on defense over offense, and why your will to protect is greater than the average adventurer? Were you hurt as a child and fear pain as a result? Maybe you saw someone you care for get killed, and vowed to never let that happen again? Whatever the reason, you have chosen to protect yourself, and those close to you.

Quick Build

You can make a Barriomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Next, choose either the City Watch or the Soldier backgrounds. Finally, choose the simple weapon and shield, hide armor, and the explorer’s pack.

Class Features

As a Barriomancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Barriomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Barriomancer level after 1st

Proficiencies

Armor: All armor and Shields
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Pick 3 of the following; Acrobatics, Arcana, Athletics, Insight, Investigation, Medicine, Perception, Sleight of Hand.

Equipment

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

Table: The Barriomancer

Level Proficiency
Bonus
Features Max Dice —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Barrier (d8), Guard Link 1
2nd +2 Spellcasting 2 2
3rd +2 Barrier Force 2 3
4th +2 Ability Score Improvement 2 3
5th +3 2 4 2
6th +3 Force Feature 3 4 2
7th +3 Barrier (d10) 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Force Feature 3 4 3 2
11th +4 Barrier, Guard Link, Soul Link 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Force Feature 4 4 3 3 1
15th +5 Stalwart 4 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 Barrier (d12) 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Force Feature, Eternal Barrier 6 4 3 3 3 2

Barrier[edit]

You have gained the ability to create barriers around yourself and allies. Beginning at 1st level, you gain an amount of Barrier Dice equal to twice your level in Barriomancer + your Charisma modifier (minimum of 1). These Barrier Dice are of a size equal to a d8. These increase in size at 7th level (d10) and 18th level (d12). These dice are used to fuel your Barriomancer abilities, how many are able to be used in each ability is determined by your level in this class, as shown in the Max Dice section of the Barriomancer Table.

At 1st level you know how to create 3 different kinds of barriers, detailed below.

Guard’s Pavise : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to twice the amount on the Barrier Dice rolled.

Vanguard’s Buckler : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the affected creature gains a bonus to their walking speed equal to 5 times the amount of barrier dice spent.

Berserker’s Ward : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the affected creature gains a bonus to damage rolls made with weapon attacks equal to the amount of barrier dice spent.

Unless otherwise stated, all temporary hit points granted by this class last until depleted, you are knocked unconscious, or the end of your next long rest. You regain an amount of spent Barrier Dice at the end of a short rest equal to half your Charisma modifier (rounded up, minimum of 1), and all spent Barrier Dice at the end of a long rest. Starting at 11th level, when you take a short rest, you regain an amount of spent Barrier Dice equal to your Charisma modifier (minimum of 1).

Guard Link[edit]

You have noticed that sometimes, specific people have a death wish, and you refuse to allow them to get themselves killed too easily. At 1st level, at the end of a long rest you can select one creature who took the long rest with you to become your Ward. Your Ward can be affected by your barriers at twice the range. For example, if you attempt to give a creature the effects of Vanguard’s Buckler, they must be within 20 of you, however, your Ward can be affected even if they are further away than 20 feet, but no further than 40 feet. Whenever you apply the effects of a Barrier to your Ward, you also gain the temporary hit points granted to them. Starting at 11th level, you also gain the effects of the barrier granted to your Ward.

Spellcasting[edit]

By 2nd level, you have learned to draw on arcane magic through your will to defend yourself and your allies.

Preparing and Casting Spells[edit]

The Barriomancer table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spells that are available for you to cast, choosing from the Barriomancer Spell List. When you do so, choose a number of spells equal to your Charisma modifier + half your Barriomancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Barriomancer spells requires time spent in self-reflection: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your spells, since their power derives from the strength of your conviction to defend. 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 Barriomancer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your Barriomancer spells.

Barrier Force[edit]

Your barriers have reacted to your will, changing properties to better suit your goals. Beginning at 3rd level, you gain a Barrier Force, which gives you abilities at 3rd level, 6th level, 10th level, 14th level, and 20th level. You can choose from Guardian Force, Elemental Force, Blood Force, and Soul Force. These are detailed at the end of the class description.

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.

Soul Link[edit]

You’ve realized even with your best effort, some people simply cannot understand how to not fight, so you have chosen to become their anchor, their guaranteed link to this plane. At 11th level, you and a willing creature can perform a 1 hour ritual, linking your souls together. With this link, it prevents the partner from being sent to an alternate plane of existence, or be affected by effects that kill a target instantly, such as the spell Power Word : Kill as long as the creature and their partner are within 30 feet of each other, and neither is unconscious or dead. Furthermore, each partner gains a bonus to their saving throws equal to their partner’s Charisma modifier or Wisdom modifier (whichever is higher), as long as they are within 60 feet of each other. Additionally, the creature you are Soul Linked to is always treated as though they are your Ward. You may only have 1 Soul Link at a time, and if either you or your Soul Link die or spend 1 minute performing a ritual to break the link, you and that creature are no longer Soul Linked.

Stalwart[edit]

Your determination to defend everyone and everything you care about knows no bounds, and has suffused your very being with the ability to stay strong in the face of adversity. At 15th level, you gain proficiency in all saving throws.

Eternal Barrier[edit]

Your barriers have undergone a shift, one that you are very thankful for. At 20th level, any temporary hit points you give last until they are depleted, they have no time limit, and cannot be dispelled. Furthermore, you may use any barrier you know at will, as though you used 2 Barrier Dice on it.

Guardian Force[edit]

Guardian's Armoire

Your barriers have taken on a sheen of steel, and a portion of your resolve. When you choose this Barrier Force at 3rd level, you get 3 additional barriers, detailed below;

Tower Wall : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to twice the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their AC equal to the amount of barrier dice spent.

Apprentice’s Ward : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to twice the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their saving throws against spells and magical effects equal to the amount of barrier dice spent.

Iron Shell : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to triple the amount on the Barrier Dice rolled.

Annals of the Guardian

You have seen enough combat to know just how much people need a defender, and you have taken that duty upon yourself. Also at 3rd level, whenever you have temporary hit points and see a creature within 30 feet, or your Ward within 60 feet take damage, you may choose to spend your reaction to reduce the damage taken by an amount up to your current temporary hit points. If this decrease reduces the damage taken by the creature to zero, and there are any remaining temporary hit points, you may give the remaining temporary hit points to the creature, assuming they don’t already have more.

Unerring Guardian

No one should have to face the world without someone at their back, and you have chosen to be that person. Starting at 6th level, whenever a creature within 20 feet, or your Ward within 40 feet takes damage and they have no temporary hit points, you may, as a reaction, use a Guardian Barrier on them with a limit on the amount of barrier dice used equal to half of the original amount (rounded down). At 20th level, the limit on the amount of barrier dice is equal to the maximum you can use on normal barriers.

Guardian's Armory

Your barriers shine ever brighter, growing closer to the ultimate defense. Beginning at 10th level you gain access to 3 additional barriers, detailed below;

Fortress Wall : You choose either yourself or one creature you can see within 30 feet, and give them an amount of temporary hit points equal to triple the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their AC equal to the amount of barrier dice spent.

Magus’ Ward : You choose either yourself or one creature you can see within 30 feet, and give them an amount of temporary hit points equal to twice the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their saving throws against spells and magical effects equal to twice the amount of barrier dice spent.

Steel Shell : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to quadruple the amount on the Barrier Dice rolled.

Guardian Step

Your Ward refuses to stop running into the thick of combat, so you have taken to being their shield. Starting at 14th level, when your Ward is within 60 feet and takes damage you may spend your reaction to instantly teleport within 5 feet of them and redirect the attack towards you, making the attack target you instead. If the damage is from an attack roll, if it normally would miss you, you instead take half damage from the hit. If it was a saving throw you make the roll with advantage if you originally weren’t in the area the creature automatically succeeds the save. At 20th level, if the damage was from an attack roll and it would miss you, you take no damage from the attack, and if the damage came from a saving throw, your Ward takes no damage guaranteed.

Absolute Guardian

You have seen your allies through incredible hardships, and plan to see them through many more. At 20th level, Whenever a creature within 60 feet, or your Ward within 120 feet that you can see would be reduced to zero health or killed outright, you can use your reaction to prevent the damage or effect from happening. You can use this ability once, regaining use upon finishing a long rest.

Guardian's Arsenal

Your barriers shine brighter than ever before, and protect those who they surround with as much determination as yourself. At 20th level you gain access to your final 3 barriers, detailed below;

Dreadnought Wall : You choose either yourself or one creature you can see within 40 feet, and give them an amount of temporary hit points equal to triple the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their AC equal to the amount of barrier dice spent.

Archmage’s Ward : You choose either yourself or one creature you can see within 40 feet, and give them an amount of temporary hit points equal to twice the amount rolled on the Barrier Dice. As long as these temporary hit points last, the affected creature gains a bonus to their saving throws against spells and magical effects equal to twice the amount of barrier dice spent. Furthermore, for as long as these temporary hit points last, when the affected creature would make a saving throw against a magical effect to take half damage, they take no damage if they succeed the save, and half damage if they would fail. This ability does not stack with Evasion or abilities that grant a similar effect.

Adamantine Shell : You choose either yourself or one creature you can see within 30 feet, and give them an amount of temporary hit points equal to quintuple the amount on the Barrier Dice rolled.

Elemental Force[edit]

Elementalist's Armoire

Your barriers pulse with a small amount of elemental energy, granting minor boons to those protected. When you choose this barrier force at 3rd level, you gain the following 4 barriers, detailed below :

Flame Wall : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points remain, the creature deals an additional 1d6 fire damage with all their melee attacks, and deals 1d4 fire damage to creatures who attack them with a melee attack.

Ice Mail : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature deals an additional 1d4 cold damage with all their melee attacks, and gains resistance to fire and cold damage.

Earthen Guard : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains resistance to bludgeoning, piercing, and slashing damage from non-magical sources, and gains a bonus to AC equal to half the amount of barrier dice spent (rounded down, minimum of 1).

Gale Cloak' : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement equal to 10 times the amount of barrier dice spent, and deals 1d6 magical slashing damage to any creature who attacks it with a melee attack.

Elemental Spark

The elements swirl around you and those protected by your barriers. At 3rd level, when you or a creature affected by one of your barriers is affected by one of your Elementalist Barriers, they can cast the corresponding spells at will, depending on the element of the barrier.

Fire - Control Flames

Ice - Shape Water

Earth - Mold Earth

Wind - Gust

Light/Shadow - Light

Flow of Energy

The energy from your barriers is almost unstable, with how it flits around. You have begun to use this to your advantage. Starting at 6th level, When you and a creature within 20 feet are both under the effects of one of your Elementalist Barriers, you can use your bonus action to swap the effects of your barriers. For example, if you are under the effects of Flame Wall, and an ally within 20 feet is under the effects of Ice Mail, you can use your bonus action to give you the effects of Ice Mail and your ally the effects of Flame Wall. The amount of Temporary Hit Points you or the creature has does not change, just the effect granted by them.

Elementalist's Armory

Your barriers pulse with untapped elemental energy, granting greater boons to those protected by them. Starting at 10th level, you gain access to an additional 2 barriers, detailed below;

Robe of Radiance : You choose either yourself or one creature you can see within 20 feet (40 feet if you or the creature is in bright light), and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement in bright light equal to 5 times the amount of barrier dice spent, turns darkness within 10 feet to dim light, and dim light to bright light in the same radius, and deals 1d4 radiant damage to any fiends or undead it attacks within 10 feet.

Mantle of Shadow : You choose either yourself or one creature you can see within 20 feet (40 feet if you are the creature is in darkness), and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement in darkness equal to 5 times the amount of barrier dice spent, turns bright light within 10 feet to dim light, and dim light to darkness in the same radius, and deals 1d4 necrotic damage to any celestials or humanoids it attacks within 10 feet.

Elemental Burst

The elements that swirl around those protected by your barriers have grown stronger, and respond to the will of the protected with greater force. Starting at 14th level, you or a creature under the effects of one of your Elementalist Barriers can use it’s action to cause their barrier to explode, forcing all creatures within 30 feet of the creature to make a Dexterity saving throw with a DC equal to your spell save DC or take an amount of damage equal to the amount of temporary hit points the creature has at the time of the explosion. Upon use, the barrier on the creature immediately ends, and they cannot cause an explosion in this way until they finish a long rest. The damage dealt by the explosion is determined by the element of the barrier. Fire for a fire barrier, Cold for an ice barrier, Magical Bludgeoning for an earth barrier, Magical Slashing for a wind barrier, Radiant for a light barrier, Necrotic for a shadow barrier.

Unleash Elements

The barriers you create overflow with elemental power, gifting it to all who they protect. At 20th level, once per long rest, you may choose to give the effects of 2 Elementalist Barriers to the same creature. This does not give them the temporary hit points of both, but it does give them the effects. You regain use of this ability upon finishing a long rest.

Elementalist's Arsenal

Your barriers pulse with the power of the elements unleashed, granting their boons to all who they protect. At 20th level, you gain access to your final 6 barriers, detailed below;

Hellfire Rampart : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points remain, the creature deals an additional 1d8 fire damage with all their melee attacks, and deals 1d6 fire damage to creatures who attack them with a melee attack. Fire damage dealt by this barrier ignores resistance to fire damage and treats immunity as resistance.

Black Ice Armor : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature deals an additional 1d6 cold damage with all their attacks, gains resistance to fire, immunity to cold damage, and resistance to bludgeoning, piercing, and slashing damage from non-magical sources.

Gaia’s Shield : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains immunity to bludgeoning, piercing, and slashing damage from non-magical sources, and gains a bonus to AC equal to the amount of barrier dice spent.

Tempest Cloak : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement equal to 15 times the amount of barrier dice spent, deals 1d8 magical slashing damage to any creature who attacks it with a melee attack, and deals an additional 1d6 magical slashing damage with every attack.

Robe of the Luminary : You choose either yourself or one creature you can see within 30 feet (60 feet if you or the creature is in bright light), and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement in bright light equal to 10 times the amount of barrier dice spent, turns darkness within 20 feet to dim light, and dim light to bright light in the same radius, deals 1d6 radiant damage to any fiends or undead it attacks within 30 feet, and 1d4 radiant damage to all other creatures in the same radius.

Mantle of the Void : You choose either yourself or one creature you can see within 30 feet (60 feet if you or the creature is in darkness), and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. As long as those temporary hit points last, the creature gains an amount of movement in darkness equal to 10 times the amount of barrier dice spent, turns bright light within 20 feet to dim light, and dim light to darkness in the same radius, deals an additional 1d6 radiant damage to any celestial or humanoid it attacks within 30 feet, and 1d4 necrotic damage to all other creatures in the same radius.

Blood Force[edit]

Sanguine Armoire

Your barriers glow with the life giving essence of blood, granting minor healing properties. At 3rd level, you gain the following barrier;

Mending Field : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. Immediately after receiving the temporary hit points, the target regains an amount of hit points equal to a quarter of the temporary hit points (rounded down, minimum of 1).

Will of the Hemomancer

You have seen that a lot of blood has been spilled, and you refuse to allow any more to be spilled. At 3rd level, whenever you, or a creature affected by one of your barriers receives healing, they receive an additional amount of healing equal to your Charisma modifier (minimum of 1).

Blood Link

You can’t guarantee your Ward’s safety when they are out of your sight. So you made sure you always know where they are. Starting at 6th level, when you are within 5 feet of your Ward you can choose to leave a mark of blood on them. While this mark is on them, you always know where they are as long as they are within 300 feet, even when they are behind full cover. Beyond 300 feet you have a vague feeling of which direction they are in, and know if they are alive or dead. A mark disappears when the creature is no longer your Ward or when a creature uses its action to wipe it away. A mark doesn’t need to be in an obvious place, and can be as hidden on the creature as you want it to be, however it must be on the skin of the creature.

Sanguine Armory

Your barriers glow with greater life, boosting their healing properties. Starting at 10th Level, you gain access to the following 2 barriers, detailed below;

Healing Field : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. Immediately after receiving the temporary hit points, the target regains an amount of hit points equal to half of the temporary hit points (rounded down, minimum of 1).

Vampire’s Vest : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. For as long the temporary hit points last, whenever the creature deals damage to a creature, they regain an amount of temporary hit points equal to half of the damage dealt (rounded down), up to the amount they received when you used this barrier.

Bleeding Heart

Your blood runs cold every time you see a wound, and you’ve found ways to prevent this by using your own blood. Starting at 14th level, whenever you or an ally takes health damage within 10 feet of you, you can use your reaction to use a Sanguine Barrier on that ally, using 2 barrier dice for free. At 20th level it uses 3 barrier dice for free. You can use this reaction twice, regaining all uses upon a long rest.

Leeching Barriers

Your barriers have adopted a power of their own, sucking the life against those who dare stand before the creatures who they protect. At 20th level, whenever a creature affected by one of your barriers deals damage to a creature with an attack, the creature regains hit points equal to half of the damage dealt (rounded down, minimum of 1).

Sanguine Arsenal

Your barriers glow with an almost unnatural glow of life, granting impressive healing properties. At 20th level, you gain access to your final 2 barriers, detailed below;

Restorative Field : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to twice the amount on the Barrier Dice rolled. Immediately after receiving the temporary hit points, the target regains an amount of hit points equal to half of the temporary hit points (rounded down, minimum of 1).

Master Vampire’s Vest : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. For as long the temporary hit points last, and one round afterwards, whenever the creature deals damage to a creature, they regain an amount of temporary hit points equal to half of the damage dealt (rounded down), up to twice the amount they received when you used this barrier.

Soul Force[edit]

Spirtualist's Armoire

Your barriers take on the forms of spirits long since past, granting minor boons to those who they protect. At 3rd level, you gain the following 2 barriers, detailed below;

Bear’s Might : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Constitution checks and saving throws equal to the amount of barrier dice spent, and deals an additional 1d6 bludgeoning damage with all of their melee attacks.

Eagle’s Sight : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Wisdom checks and saving throws equal to the amount of barrier dice spent, and deals an additional 1d6 piercing damage with all of their ranged attacks.

Empathy of the Spirtualist

You have a strange connection to death, and have noticed that spirits wish to help you in your cause. At 3rd level, whenever a creature that you can see within 10 feet, or your Ward within 20 feet is forced to make a saving throw, you can spend your reaction to give them advantage on the saving throw.

Spirit Channeling

The spirits of the world see you and all you choose to protect as adequate vessels, and deem you worthy of using their abilities. Starting at 6th level, whenever you give a creature the effects of one of your Spiritualist Barriers, you can set that creature as a Spirit Nexus. Whenever a Spirit Nexus makes a roll related to the spirit of the barrier that was used to trigger this ability, they may add 1d6 to that roll. A creature can be a Spirit Nexus once per long rest, and remain a Spirit Nexus for 1 minute, or until their temporary hit points run out, whichever comes first. You may use this ability an amount of times equal to half your Charisma modifier (rounded down, minimum of once). At 20th level, you may use this ability an amount of times equal to your Charisma modifier (minimum of once).

Bear - Constitution saving throws and checks

Eagle - Wisdom saving throws and checks

Fox - Charisma saving throws and checks

Raven - Intelligence saving throws and checks

Wolf - Strength saving throws and checks

Snake - Dexterity saving throws and checks

Spiritualist's Armory

Your barriers call ever greater spirits, which grant ever greater boons to those they protect. Starting at 10th level, you gain access to the following 2 barriers, detailed below;

Wolf’s Tactics : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Strength saving throws equal to the amount of barrier dice spent, and advantage on melee attack rolls as long as an allied creature is within 5 feet of the target.

Raven’s Tactics : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Intelligence checks and saving throws equal to the amount of barrier dice spent, and advantage on ranged attack roll as long as an allied creature is within 5 feet of the target.

Hand of the Dead

You know there are both benevolent spirits, as well as cruel spirits, and you have found that each have their uses. Starting at 14th level, whenever a creature under the effects of one of your Spiritualist Barriers hits a creature, they can choose to have the target make a Constitution saving throw against your spell save DC, restraining that creature on a failed save. The creature remakes the Constitution saving throw at the beginning of each of its turns, ending the effect on itself on a success.

Refuse the Call

The spirits hold you in high regard, and are willing to listen to your requests. At 20th level, when a creature you can see within 20 feet, or your Ward within 40 feet would die, you may use your reaction to prevent that instance of death from happening. If this death is caused by failing death saves, the last failure is ignored, and if it is done from taking enough damage to kill a creature outright, then that instance of damage is negated. You can use this reaction once, regaining use upon finishing a long rest.

Spiritualist's Arsenal

Your barriers channel the will of the strongest of spirits, who grant those they protect impressive boons. At 20th level you gain access to the following 2 barriers, detailed below;

Snake’s Agility : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Dexterity checks and saving throws equal to the amount of barrier dice spent, and advantage on checks and saves related to escaping grapples or resisting the restrained condition.

Fox’s Cunning : You choose either yourself or one creature you can see within 20 feet, and give them an amount of temporary hit points equal to the amount on the Barrier Dice rolled. While these temporary hit points last, the creature gains a bonus to Charisma checks and saving throws equal to the amount of barrier dice spent, and advantage on checks and saves related to resisting the charmed or frightened conditions.

Barriomancer Spell List[edit]

You know all of the spells on the Barriomancer spell list.

1st Level

absorb elements, armor of agathys, bane, bless, compelled duel, command, mage armor, magnify gravity, shield, shield of faith

2nd Level

aid, barkskin, blindness/deafness, enhance ability, mirror image, rime's binding ice, protection from poison, Suggestion, warding bond, warding wind, vortex warp

3rd Level

beacon of hope, crusader's mantle, dispel magic, haste, intellect fortress, life transference, motivational speech, protection from energy, slow, wall of sand, wall of water, water breathing, wind wall

4th Level

aura of life, aura of purity, banishment, death ward, stoneskin

5th Level

circle of power, dispel evil and good, hallow, skill empowerment, wall of force, wall of stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Barriomancer class, you must meet these prerequisites: Charisma of 13 or higher, Constitution of 13 or higher

Proficiencies. When you multiclass into the Barriomancer class, you gain the following proficiencies: One skill from classes skill list, Medium armor, and Shields.

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