Concentrationalist (5e Class)

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Concentrationalist[edit]

A goblin runs closely followed by a man in a deep black robe. A mass of webbing appears at the goblin's feet as the man pulls out his blade. the goblin's dagger glows red hot and he drops it, 2nd degree burns on his hand. The goblin's neck goes red as the blade has freed this goblin from the binds of life. The man wipes the blood off his blade as he spawns a cloud of darkness waiting for his next task.

Supreme Concentration[edit]

Many mages have a hard time concentrating on many spells. These mages train in concentration so they can hold multiple spells at once. This gives an advantage in combat that other casters cannot produce. The main way a Concentrationalist does this is through discipline but there are other ways.


Creating a Concentrationalist[edit]

When making your concentrationalist, it is important to consider why your character chose to focus so intently on concentration, was it a lack of it and more of discipline than a choice? Did you find that a well of magic was inside of you and you could split this magic into multiple effects so you trained with it? Was it to surpass someone? Or maybe someone's expectation? Was it idle curiosity, or a compulsion? What do you wish to achieve with your skill?


Quick Build

You can make a Concentrationalist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the sage background.

Class Features

As a Concentrationalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons, Shortsword
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Survival

Equipment

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

  • (a) a simple weapon or (b) a shortsword
  • (a) a component pouch or (b) an arcane focus
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Concentrationalist

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Increased Concentration, Concentration Feedback, Spellcasting 3 2
2nd +2 Arcane Discipline 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Increased Concentration Improvement, Arcane Discipline Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Arcane Discipline Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Discipline Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Steel Mind 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Concentration Mastery 5 4 3 3 3 3 2 2 1 1

Concentrating on Multiple Spells[edit]

    When you are concentrating on multiple spells at once and you take damage you make ONE concentration save, and if you fail to save you lose concentration on all of the current spells you are concentrating on. (Due to this when you take the damage from Concentration Overload and you fail to save you lose concentration on all spells but the newest spell. Ex. you are concentrating on witch bolt, and you cast flaming sphere and you fail to save from the damage you take, you lose concentration on witch bolt but you still hold concentration on flaming sphere because you take the damage before flaming sphere gets cast.)

Spellcasting[edit]

Because of arcane concentration, you gain the ability to cast a variety of spells most of which require concentration

Cantrips

At 1st Level, you know three Cantrips of your choice from the Bard or Wizard (These must be concentration cantrips) spell list. You learn additional Concentrationalist Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Concentrationalist table.

Preparing and Casting Spells

The Concentrationalist table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Concentrationalist Spells that are available for you to cast, choosing from the Wizard or Bard spell list (These must be concentration spells). When you do so, choose a number of Concentrationalist Spells equal to your Intelligence modifier + your Concentrationalist level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Concentrationalist, you have four 1st-level and two 2nd-level Spell Slots. With a {{5a}int}} of 16, your list of prepared spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Concentrationalist Spells requires time spent in deep concentration: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Concentrationalist Spells. The power of your Spells comes from your deep concentration. You use your int whenever a Concentrationalist spell refers to your Spellcasting Ability. In addition, you use your int modifier when setting the saving throw DC for a Concentrationalist spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast a Concentrationalist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see "Equipment") as a Spellcasting focus for your Concentrationalist Spells.

Increased Concentration[edit]

Starting at 1st level. From your training and discipline, you can concentrate on more spells. You may concentrate on a number of spells equal to half of your Constitution modifier. When you have to make a concentration save add +4 to the DC for each spell you are concentrating on, after the first. When you reach 6th Level. Your resolve hardens more letting you concentrate on more spells. You may concentrate on a number of spells equal to your Constitution modifier.

Concentration Feedback[edit]

A large amount of concentration is taxing to the mind. Starting at 1st level while you are concentrating on a spell and you cast another concentration spell, you take psychic damage equal to the number of concentration spells you had active previously (this damage happens before the newest concentration spell is cast). This damage cannot be prevented or reduced by any means. Ex. If you were to cast a third concentration spell you would take 2 psychic damage.

Arcane Discipline[edit]

When you reach 2nd Level, you choose an Arcane Discipline, shaping your practice of concentration through one of 3 paths, such as Concentration of Power, Concentration of Speed, Concentration of Defense. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level. As 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.

Steel Mind[edit]

Because of your training, your mind is conditioned to interruption. Starting at 18th level you have advantage on all Constitution saves to maintain concentration. You also have advantage on all wisdom and intelligence saves involving magic and its effects.

Concentration Mastery[edit]

Your mind becomes so resistant to interruptions losing concentration is very rare. When you reach 20th level when you have to make a Constitution save to maintain concentration, you can choose to automatically save. You can use this feature a number of times equal to your Constitution modifier. You regain all uses of this feature when you finish a long rest.

Arcane Disciplines[edit]

Concentration of Power[edit]

Feedback Loop

You have learned how to weaponize the damage from your mind overloading. Starting at 2nd level when you take damage from your Concentration Feedback Feature you can target one creature within 60 feet they make a int saving throw the DC is equal to your spell save DC. If the creature fails the saving throw they take psychic damage equal to 1d4 + Concentration Feedback damage. On a successful save they take half as much damage. This damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.

Broken Concentration Explosion

When you break concentration an explosion of raw arcane energy pulses out of you. Starting at 6th level when you lose concentration on a spell(s) you release a pulse of energy any creature within (10 x the number of spells concentrated on) feet, makes a Constitution saving throw anyone with proficiency with Arcana has advantage on this saving throw. on a failed save they take force damage equal to the total spell levels of the spells you lost concentration on x 1d6. On a successful save they take half as much damage.

Strengthened Spells

As your strength grows you are able to use excess arcane energy that would be wasted to empower your spells. Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any Concentration spell you cast.

Concentration Strike

You can channel the concentration to unleash a devastating strike on an enemy. Starting at 14th level If you hold concentration on a spell(s) for half of its duration or less, you can dispel all of them and target one creature within 30 feet they take force damage equal to 1d8 x the total number of dispelled spell levels.

Concentration of Defense[edit]

Feedback Regeneration

You have learned to not sustain the damage from your feedback and even regenerate health using it. Starting at 2nd level when you take damage from your Concentration Feedback Feature after you take the damage you are granted temporary Hit Points equal to the damage taken + your Concentrationalist level.

Broken Concentration Equipment

When you break concentration you can reform the arcane energy to form a protective shell. Starting at 6th level when you lose concentration on a spell(s) you can target any number of willing creatures up to the number of spells that the concentration was broken on. they gain a +3 to AC for 1 minute.

Defensive Spells

While you are concentrating on spells a layer of protective arcane energy forms around you. Starting at 10th level, While you are concentrating on a spell(s) you gain +3 to AC.

Concentration Recycling

When you use concentration spells and you don't have a need for their full use you can recycle partial amounts of the arcane energy used for the casting of the spell to increase your vitality. Starting at 14th level If you hold concentration on a spell(s) for half of its duration or less, you can dispel all of them then you are granted temporary Hit Points equal to the number of spell levels + 30.

Concentration of Speed[edit]

Feedback Acceleration

You can harness the feedback to make yourself become faster by using the pain as a limiter removal. Starting at 2nd level when you take damage from your Concentration Feedback Feature after you take the damage your speed increases by 10 feet for each damage taken by the feature.

Broken Concentration Velocity

When you break concentration a pulse of arcane energy gets expelled enhancing you and your allies speed. Starting at 6th level when you lose concentration on a spell(s) you can target any number of willing creatures equal to the number of spells that the concentration was broken on. They gain an additional action on their turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This lasts until the start of your next turn.

Speedy Spells

With your discipline and training in the speed aspect of concentration, you can now concentrate on spells quicker. Starting at 10th level you can choose to cast a concentration spell as a bonus action. You can use this feature a number of times equal to your Constitution modifier. You regain all uses of this feature when you finish a long rest.

Concentration Turbo

When you need to you can ditch some concentration spells for an incredible burst of speed. Starting at 14th level If you hold concentration on a spell(s) for half of its duration or less, you can dispel all of them. Until the start of your next turn, you gain a +3 bonus to AC, you have advantage on Dexterity saving throws, your speed is tripled and you can gain actions equal to the number of concentration spells you dispelled, these actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

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