Congruent (5e Class)

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Congruent[edit]

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Creating a[edit]


Quick Build

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Class Features

As a Congruent you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields
Weapons: Simple and Martial
Tools: 1 tool proficiency of your choice
Saving Throws: int, dex
Skills: any three skills

Equipment

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

Table: The Congruent

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Aetheric Symbiosis, Triple-Action Benedictions
2nd +2 Cosmic Vows 2
3rd +2 Path of Balance 3
4th +2 Ability Score Improvement 3
5th +3 Order’s Embodiment 4 2
6th +3 Path of Balance 4 2
7th +3 Even Scale Maneuvers 4 3
8th +3 Ability Score Improvement, Evolved Benedictions 4 3
9th +4 Path of Balance 4 3 2
10th +4 4 3 2
11th +4 Path of Balance 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Equalizer’s Touch 4 3 3 1
14th +5 Path of Balance 4 3 3 1
15th +5 Supreme Benedictions 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Path of Balance, Harmony of the Cosmos 4 3 3 3 1
18th +6 Absolute Equilibrium 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Divine Arbiter 4 3 3 3 2


Aetheric Symbiosis[edit]

At 1st level, you can enter a balanced stance as a bonus action. While in this stance, if you use your main action to Dodge, Dash, Hide, or Disengage, you gain access to your Triple-Action Benedictions. Additionally, while in this stance, you can cast one action spell as one of your bonus actions. This stance lasts for 1 minute or until you choose to exit it.

Triple-Action Benedictions[edit]

While in your Aetheric Symbiosis stance and after using your main action to Dodge, Dash, Hide, or Disengage, you have two additional bonus actions on your turn. You gain access to the following bonus actions. After using one of these options, you may not use it again until a full turn has passed without using it. Here are the options: - Necrotic Flux: Infuse your weapon with energy from beyond (radiant, psychic, or necrotic). Add your Wisdom modifier as additional eldritch damage for all your attacks until the end of your next turn. Maleficence: Extra damage seeps into your soul; you take additional damage equal to your Wisdom modifier until the end of your next turn.

- Astral Doppelganger: Conjure a horrifying duplicate of yourself to unsettle your enemies. Gain advantage on your next attack or spell against a creature that can see the phantasm. The illusion dissolves at the end of your next turn or if attacked.

- Pulse of the Abyss: Unleash an ethereal pulse within a 10-foot radius. The next spell cast by enemies ensnared within this dark aura has a 25% chance to fail. Maleficence: The abyss cares not for friend or foe; allies within the range are also affected.

- Void Step: Phase out of reality and manifest behind an enemy within 30 feet, delivering an attack amplified by +10 force damage. Maleficence: The rift left behind allows the target an opportunity attack against you.

- Lament of Souls: Touch a willing creature, channeling energies from beyond to heal for 1d12 + your Wisdom modifier. This increases to 2d12+Wis at 5th level, 3d12+Wis as 10th level, and 4d12+Wis at 15th level. Maleficence: The healed creature's soul shudders, causing disadvantage on attack rolls until the end of their next turn.

- Spectral Onslaught: Unleash a single weapon attack, guided by spirits, with advantage.

- Ward of Cosmic Dualism: Create an eldritch ward around an ally within 30 feet. The next time they would take damage it is halved, but the attacker is imbued with an equal amount of vitality.

Cosmic Vows[edit]

At the 2nd level, you delve deep into the philosophies of balance, aligning yourself with the cosmic forces that govern equilibrium. Each day, you select a number of vows equal to at least a quarter of your level (rounded down) but no more than half your level. These vows grant you distinct benefits but at a cost, encouraging balanced gameplay and role-playing. You may find a detailed list of vows in the Cosmic Vows section below.

Path of Balance[edit]

At 3rd level, you chose a path. Choose between three options, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 9th, 11th, 14th, and 17th.

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.

Order’s Embodiment[edit]

At 5th level, you become a beacon of order and structure. As an action, you can emanate an aura of balance for 1 minute. During this time, all creatures within a 30-foot radius, including you, are unable to gain advantage or disadvantage on their attack rolls and ability checks. This promotes a field of pure skill and equality, where luck and external enhancements hold no sway. Once you use this feature, you can’t use it again until you finish a shoe or long rest.

Even Scale Maneuvers[edit]

At 7th level, your understanding of balance allows you to perform potent maneuvers that embody the universal equilibrium. These maneuvers often require keen observation and strategic positioning on the battlefield:

1. Cosmic Counterpoint: In a round where your party collectively deals 120 damage or more, you can use your reaction at the end of the round to create a burst of harmonious energy. All allies within a 30-foot radius gain temporary hit points equal to your level + your Wisdom modifier. You can use this maneuver three times per long rest.

2. Fate’s Link: If you can get two enemies to have equal hit points exactly, you can use your bonus action to bind them in a cosmic linkage. For the next minute, whenever one takes damage, the other takes the same amount, and whenever one is healed, the other receives the same amount of healing. This maneuver can be used once per long rest.

3. Astral Convergence: When three or more creatures (allies or enemies) align perfectly in a straight line with you, you can use your action to invoke astral power, unleashing a beam of energy along the line. Each creature in the line must make a Dexterity saving throw. Enemies take radiant damage equal to 1d8 per your level on a failed save, or half as much on a successful one. Allies in the line are healed for half the amount of damage dealt to enemies. There must be at least one enemy in the line to activate this maneuver. This maneuver can be used twice per long rest.

4. Quantum Resonance: If you can position yourself at the exact center point equidistant from two enemies who are themselves in a straight line, you can use an action to activate Quantum Resonance. They must spend their next turn attacking that other creature, then the ability ends. This maneuver can be used once per short or long rest.

6. Fair Shot: When you are at half your maximum hit points or lower, you can use a bonus action to invoke Fair Shot. For the next minute, any time you are hit by a melee or spell attack from a creature within 5ft, you may make a single weapon attack against them

Evolved Benedictions[edit]

At 8th level, your options for Triple-Action Bonus now evolve significantly, giving you access to upgraded options of the original bonus actions:

- Eldritch Resonance: As Necrotic Flux, but the eldritch damage incorporates double your Wisdom modifier. Maleficence: remains unchanged.

- Phantom Citadel: Instead of the fragility of your Astral Doppelgänger, you create a more enduring spectral duplicate that endures until the end of your next turn. If you are targeted by an attack before the end of your next turn, instead it targets the duplicate, destroying it. Maleficence: The attacker draws life force from the shattered illusion, healing the same amount of damage they would have inflicted.

- Vortex of Despair: Extend your abyssal pulse to a 30-foot radius, dealing 3d10 + your Wisdom modifier to all ensnared souls. Maleficence: The despair affects allies as well.

- Twin Phasing: As Void Step, but now assail up to two different enemies. Maleficence: Each phasing leaves a rift, allowing opportunity attacks from each target.

- Soul Cascade: As Lament of Souls, but the healing also purges one condition from the creature's essence. Maleficence remains unchanged.

- Doomstrike: Your weapon strike becomes a guaranteed critical hit. Maleficence: The focus required leaves you vulnerable; all incoming attacks have advantage against you until the start of your next turn.

- Balance of Cosmic Dread: As Ward of Cosmic Dualism, but the damage is instead reduced to 1/4 of the original. Maleficence: The attacker heals for 3/4 of the original damage.

Equalizer’s Touch[edit]

At 13th level, your attunement with the cosmic forces of balance allows you to equalize the vitality of creatures around you. Once per day, as an action, you can touch a creature and activate Equalizer's Touch. Upon activation, choose a number of creatures equal to your Wisdom modifier (minimum of 2, including the touched creature) within 30 feet of you. Calculate the average current hit points of the selected creatures (rounded down) and set the hit points of all chosen creatures to this average. This ability cannot reduce a creature's hit points to less than half of its current hit points or increase a creature's hit points to more than double its maximum hp. If this calculation would set a creature's hit points above its maximum, the excess becomes temporary hit points instead.

You can use this feature once, regaining use after a long rest.

Supreme Benedictions[edit]

At 15th level, you gain access to supreme forms of cosmic equilibrium. You may use one of these 1/turn, and each option can only be used once between short rests. After using these, make a DC 12 Constitution save or succumb to a level of exhaustion.

- Cataclysm of the Beyond: Elemental columns burst from the ground within a 30-foot radius, each dealing damage equal to your weapon's plus double your Wisdom modifier in your chosen eldritch type. Enemies must make a Dexterity save. Maleficence: You are not immune to this.

- Mirror of Eternal Night: Your essence splits into dual forms; one focused on defense, granting advantage on all saving throws, and the other focused on offense, granting advantage on all attack rolls. These states persist until the end of your next turn.

- Maw of the Void: Create a 40-foot radius vortex that drags souls toward oblivion. Enemies must make a Wisdom save, taking 8d10 + your Wisdom modifier and being restrained on a failed save, or half damage and not restrained on a success. They are restrained for up to a minute, and can repeat the save at the end of each of their turns.

- Quantum Void Assault: Materialize at a point with 60 ft, unleashing a storm of attacks within a 15-foot radius of enemies, attacking each with an extra 1d10 damage, ignoring resistances and immunities. Maleficence: Survivors may unleash opportunity attacks.

- Soul Purity: Restore a creature to its maximum vitality, cleansing it of all conditions.

- Strike of Cosmic Finality: Your next attack shatters reality, bypassing all resistances and immunities, dealing quadruple damage.

- Equilibrium: Enshroud an ally within 60 feet in a protective ward. They cannot fall below 1 hit point, and any excess damage corrupts the attacker instead. This effect lasts for 1 minute, and disappears after the first time they would fall to 0 hit points.

Harmony of the Cosmos[edit]

At 17th level, your attunement to the cosmic balance reaches its zenith. As an action, you can invoke the Harmony of the Cosmos, negating all effects, both beneficial and detrimental, within a 60-foot radius for a minute. This effectively removes all spells, curses, diseases, and other ongoing effects for the duration. Once you use this feature, you can’t use it again until you finish a long rest

Absolute Equilibrium[edit]

At the 18th level, you have reached a point where your very presence exudes balance and order. As an action, you can invoke the essence of cosmic equilibrium, becoming a living conduit of balance for 1 minute. During this time, any creature that starts its turn within a 30-foot radius of you has their speed halved, and they cannot deal damage that exceeds their current hit points.

Furthermore, while in this state, you can emanate a calming aura. As an action, you can force all creatures within the radius to make a Wisdom saving throw against your spell save DC. On a failure, they are unable to attack or cast harmful spells for one turn, reflecting on the nature of balance and their place in the cosmos instead. This portion of the ability can be used once per invocation of Cosmic Equilibrium.

Divine Arbiter[edit]

As a Divine Arbiter, you've mastered the art of balancing the cosmic energies that govern the world. You embody the essence of equilibrium, granting you several passive abilities that solidify your role as the beacon of balance in any encounter: 1. Aegis of Reduction

  • Your mastery over balance protects you from extremes. You gain resistance to damage from spells and magical effects that deal more than 25 damage in a single hit.

2. Twin Paths

  • At the start of each day, you can choose to attune yourself to either the force of creation or destruction. Attuning to creation grants you the ability to heal additional HP equal to your level whenever you use a healing spell or ability. Conversely, attuning to destruction grants you additional damage equal to your level on a single damage roll once per turn.

3. Eternal Harmony:

  • You have mastered the art of maintaining balance even in the face of death. If you would die due to failing death saving throws, you can instead choose to stabilize at 1 HP. This ability can be used once per short rest.

4. Mastered Mind

  • Your Intelligence and Wisdom scores both increase by +4 to a max of 24.

Also, as a Divine Arbiter, you gain the ability to orchestrate a cosmic dance that manipulates the delicate balance of energies in the battlefield. You can weave nodes of cosmic balance, connecting them in a web of forces that influence the tide of the battle

  • Creation of Cosmic Nodes: During your turn, you can create a Cosmic Node at a point in space within 60 feet of you as a bonus action. You can have a maximum of three nodes active at a time. These nodes are interconnected, forming a triangle of cosmic balance.
  • Node Effects: Each node radiates an area of effect within a 15-foot radius and grants unique bonuses based on their position within the cosmic triangle:
   * Vanguard Node: (Apex of the Triangle): Allies within range gain a bonus to attack rolls equal to your Wisdom modifier (minimum +1).
   * Guardian Node: (Left Base of the Triangle): Allies within range gain a bonus to AC equal to half your Wisdom modifier (rounded up, minimum +1).
   * Harmony Node: (Right Base of the Triangle): Allies within range regain hit points equal to your Wisdom modifier at the start of their turn if they are below half their hit points.
  • Node Interactions: Once on each of your turns, as a bonus action, you can activate a special interaction based on the alignment of the nodes. You choose one of the following effects:
   * Cosmic Equilibrium: Swap the positions of two nodes, causing a burst of energy that either heals allies or damages enemies within 15 feet of the swapped nodes for 6d10 radiant or necrotic damage (your choice).
   * Celestial Convergence: Collapse the triangle, causing all nodes to converge at a central point. This creates a burst of harmonizing energy that removes a level of exhaustion, a curse, or a disease from allies and imposes a disadvantage on the next attack roll or saving throw of enemies within a 30-foot radius of the central point.
   * Stellar Expansion: Expand the triangle, moving each node up to 20 feet from its current position, and creating a barrier of energy that grants temporary hit points equal to your level to allies who are inside or pass through the triangle's borders.

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

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

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