Cultivation Monk (5e Class)

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Cultivation Monk[edit]

A man wearing gentle and elegant clothes walks down a rugged street when suddenly he hears a plea for help for help. The man quickly moves towards the noise and as he gets closer he sees a man cornered by 2 bandits, the man acts swiftly and attracts the attention of the two bandits by playing a quick dity on his flute. Surprised and a bit confused the bandits turn around only to see the man now holding a sword ready to fight. The bandits immediately attack the new threat and the man, with elegant moves and precise strikes smoothly disarms the bandits and executes them in the street.

As an Cultivation Monk you are sworn to honor all living things and be neutral towards most things but your true purpose is fighting the enemies of all living entities. As such creatures like Undead, Demons, and Fay creatures are in all ways possible killed on sight. Such a dutiful and spiritual life often causes the Cultivation Monks to become isolated and often are led astray.

A lot of Cultivation Monks undergo changes in their life that grant them the ability to perceive the spiritual energy twisting and intertwining within each person. A Cultivation Monk appearance will vary as much as any other individual and their unique path can cause their body to exhibit signs of their path in unique ways. The visible traits can range from a unique set of eyes with distinct coloration, strangely shaped pupils, hair color, skin color, and even the growing of horns or demonic scales. But this visible exhibition of power only takes effect towards the end of their Cultivation path. Over time critial errors in Cultivation can also cause physical and mental side effects, of which the mental side fade away. However, Cultivation Monks often bear the evidence of their own mistakes on their skin.

Creating a Cultivation Monk[edit]

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Art by sarah19730 -Immortal Studios

Quick Build:
Take the Wanderer or Hermit Background and make Dexterity and Wisdom your Main stats.

Class Features

As a Cultivation Monk you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Calligrapher's tools and one musical instrument of your choice
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.

Equipment

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

  • (a) A Martial weapon or (b) Any Simple weapon
  • (a) Calligrapher's tools or (b) A Instrument
  • (a) Any kind of Tool or (b) A Martial weapon
  • (a) A explorers pack or (b) A dungeners pack
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Cultivation Monk

Level Proficiency
Bonus
Features Spirit points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Cultivation path, Elegant Master, Spiritual Senses 0
2nd +2 Spellcasting, Healing Spirit 0 2
3rd +2 Spiritual Throttle, Spiritual Mastery, Cultivation path feature 3 3
4th +2 Ability Score Improvement, Masterful Art 4 3
5th +3 Extra Attack, Will of Heaven 5 4 2
6th +3 Spiritual Mastery Upgrade 6 4 2
7th +3 #Divine sense 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Cultivation path feature 9 4 3 2
10th +4 Rapid Strike 10 4 3 2
11th +4 Extra Attack 11 4 3 3
12th +4 Ability Score Improvement 12 4 3 3
13th +5 Against the heavens 13 4 3 3 1
14th +5 Ability Score Improvement, Mandate of Heaven 14 4 3 3 1
15th +5 Cultivation path feature 15 4 3 3 2
16th +5 Ability Score Improvement 16 4 3 3 2
17th +6 Life Bound Soul 17 4 3 3 3 1
18th +6 Endless Life, Cultivation path feature 18 4 3 3 3 1
19th +6 Ability Score Improvement, #Planar Soul 19 4 3 3 3 2
20th +6 Ascension 20 4 3 3 3 2

Cultivation path[edit]

The sun rises again and again, so does the Man that opposes evil

At 1st you can choose your cultivation path, choose between swordmaster, body cultivator, immortal doctor and talisman master, all detailed at the end of this class, your path grants you resources again on the 3rd, 9th, 15th, 18th.

Elegant Master[edit]

My children from disorder shall rise a new sun

The robes you wear have soaked in your spiritual power for long durations, as such they are always clean and tear free offering ample protection from the elements. Rather than question this you choose to meditate on the Tao of the world once more. At 1st Level you may add your Wisdom Modifier to any Persuasion check that you make. Your Ac becomes 10 + your Dexterity Modifier + Wisdom Modifier if you wear no armor. (You cannot wear armor or use a shield while using the benefits of this feature.)

Spiritual Senses[edit]

When harmony no longer prevails the light of the sun and moon shall shine down on our souls and grant us harmony within.

At 1st Level Your spiritual training grants you superhuman senses - you double your proficiency bonus when applying it to your Perception and has advantage on perception checks.

Spellcasting[edit]

A scholar may ask for food to buy, but a farmer may get it himself

By 2nd level, you have learned to draw on your Spiritual Magic through meditation. See chapter 10 for the general rules of spellcasting. Preparing and Casting Spells The Cultivation Monk table shows how many spell slots you have to cast your spells. To cast one of your Cultivation Monk 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 short or long rest.

Cantrips:
At 2nd level, you know cantrips equal to your Wisdom modifier from the wizard spell list. If you gain a bonus to your Wisdom modifier you gain another cantrip.

Spells:
At 2nd level you gain spells equal to your Wisdom modifier + your proficiency bonus if you gain a bonus to either of those you can gain another spell. You can exchange a number of spells that you know every level equal to your Wisdom modifier. You always have all your spells prepared that you know

Spellcasting Ability

Wisdom is your spellcasting ability for your Cultivation monk spells, since their power derives from the strength of your Soul. You use your Wisdom whenever a you are casting a Cultivation monk spell. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Healing Spirit[edit]

Life is hard; in the end we shall climb the mountain to heaven

Your training taught you that everything living has some sort of a spirit that can be touched. As such you are able to control your spiritual presence and use it to speed up your healing.
At 2nd level You can choose to heal yourself for 1d4 + your Wisdom modifier. You can use this feature a number of times equal to your Proficency Bonus.


At Higher Levels: At 8th Level you may roll 1d6 + your Wisdom modifier
You regain all expended uses after a Long rest

Spiritual Throttle[edit]

Hills topple earth shakes,brave men died

At 3rd Level you push yourself as far as you can manipulating even your soul to assist your efforts. During your turn, upon using this feature you may immediately take an additional Action.
You can use this feature again after a long rest. (You only gain the benefit of this feature if are not wearing armor).
At Higher Levels:At 15th Level you can use this feature two times per long rest

Spiritual Mastery[edit]

We originally grew all from the same rut,why should we hound each other to death with such impatience.

At 3rd Level you gain a number of Spirit points equal to your level you can spend these points to use this feature. You regain all expended Spirit Points after a long rest and 1d4 in a short rest. (Any of these features can be used as a bonus action in Battle)


Intentions of the Soul

You can spend one Spirit point to see the intentions of a creature that is not currently hostile towards you

Soul Bonding

You can spend a Spirit point to bond with an item for the following 8 hours you will know the location of the item and what is immediately around it. If the item is destroyed while bonded you take 1d12 Psychic damage.

Soul Translation

You can spend one Spirit point to understand a language that you would otherwise not know immediately gaining the ability to speak, read, write the language you are attempting to understand. This feature lasts for 1 hour.

Soul Touch

You can spend 2 Spirit points and touch a friendly creature. The creature gains a bonus of +2 to all ability checks for two hours. This feature can only be used 5 times on the same creature per long rest.

Masterful Art[edit]

There is a Monarch to every family, but that doesn't give them the right to lead
Should a good leader seek peace,or opportunity
Do they order us into battle,ore do we follow them
Do they serve the people, or them self

At 4th Level you know how to twist the situation in a fight to your advantage, as an bonus action you can use this feature to gain advantage on all attack roles made during this turn.


You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short rest. (You cannot use this feature if you are wearing any armor)


Ability Score Improvement[edit]

As the body grows so does the mind

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Will of Heaven[edit]

If you have a empty bowl fill it,if you have a full one give it to someone that hasn't got a fill jet.

As evil and mischief always grows stronger so does the resistance against it you and your allies are granted protection by the endless sky and the ever rising sun. At 5th level after every short rest any number of friendly creatures equal to your wisdom modifier that are in 30 feet range of you and you yourself gain 5 + your Wisdom Modifier as temporary life if you would finish a long rest double the amount of temporary Hp. . At 10th level the amount of temporary life increases to 10 + your wisdom modifier.

Extra Attack[edit]

After a storm there is always a new day to come

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Spiritual Mastery Upgrade[edit]

A half eaten meal is one you have not shared jet

At 6th Level Now you can use your Spirit points for combat, choose two from the list below, you can choose one more at 12th and 16th level.


Protection of the Soul

You can Spend a number of soul points to gain a number of temp hit points (1 Spirit point 5 temp hit points) you can use this feature as an Reaction.

Soul Movement

You can spent two Spirit point to gain a bonus of 20 feet movement for 1 minute and opportunity attacks made against you are rolled at disadvantage (Concentration)

Precise Soul Strike

You can spend 1 Spirit point every time when you attack you get a -2 penalty to hit but get a bonus 5 dmg

Tricky Attack

You can spend 1 Spirit point to do one of these things when you hit with an attack Push someone 10 feet away, or knock the target prone. The targeted creature may make a Dexterity check against your save dc (8 + Proficiency Bonus + Dexterity Modifier.)

Suicidal Strike

For a bonus action you may spend 2 Spirit points to lower your AC by any value up to your Wisdom Modifier and gain an equal bonus to hit and damage. This effect can only last for one minute and relies on concentration.

Divine sense[edit]

starting at 7th level, as if you had eyes in your back you can perceive hostile intentions no matter how far away they are, as a reaction you can try to parry a sneak attack made to you by rolling a melee attack against the enemy attack with an equal or greater amount you parry the damage completely, this does not prevent you from being sneak attacked or being surprised. You can use this feature twice per day, and regain it on a long rest.

Rapid Strike[edit]

Whether you hurry or walk slowly, the path remains the same

Starting at 10th Level you can make an additional attack with disadvantage against a creature within 5 feet of you. You can use this feature equal to your proficiency bonus.

Against the heavens[edit]

A long journey begins with the first step

Starting at 13th Level You now gain advantage on saving throws to be Charmed, Frightened, and unconscious and you gain resistance against psychic damage.

Mandate of Heaven[edit]

If you don't climb the high mountains, you don't know the plain

The Mandate of Heaven of the endless sky and the ever rising sun bestows you with the powers to quickly protect someone from harm. At the cost of great strain to their soul.
At 14th Level you can as an reaction let a friendly creature that you can see in a 60 feet radius gain 3d10 + your wisdom modifier as temporary hit points and loose an equivalent ammount of hit points. You can use this feature a number of times equal to your proficiency bonus and regain all expendended uses after a long rest.

Life Bound Soul[edit]

If you go out the door, ask for the way; if you come to a village, ask about the customs!

Starting at 17th Level your spiritual power can delay death, if you drop to 0 hit points instead of rolling your death saves you may choose to survive with 1 hit point.
You can use this feature once per long rest.

Endless Life

Starting at 18th level you can no longer die of old age and become immune to Disease and Poison.

Planar Soul

Starting at 19th level, you have learned to inscribe teleportation matrices by spending 1000gp and 3 days of work. You can set up a teleportation matrix for a location you have already been to. A created matrix is ​​hidden and a creature must pass a DC 30 perception check for see it. In addition, a created matrix lasts 30 days per 1000gp spent. You can always find a matrix you created.

Ascension

Starting at 20th level, You have ascended to an almost divine state becoming resistant to all damage, you also gain +4 attribute points in any attribute up to a maximum of 30.

Cultivation paths[edit]

Swordmaster[edit]

Sword masters are cultivators who spend their entire lives on the edges of their blades, among all the paths this one is more focused on combat.

Precision

Starting at 1th level, all attacks made with swords gain the benefit of +2 to hit and dexterity may be used in place of strength when making attacks with swords.

Flying sword

Starting at 3rd level, as an action you spend 3 spirit points to make your swords fly up to 30 feet for 4 attacks, which they return to your hand after making the last attack. Starting at 7th level you can spend 2 additional points to make an additional attack; you cannot make any attacks by any means after using this feature during your turn.

Spritual Mark

Starting at 9th level, As a bonus action you can spend 2 spirit points to mark a creature, when you hit with an attack against the creature you deal 2d6 psychic damage to it. You can spend 1 additional spirit point to deal 1d6 more damage to a maximum of 8d6.

Pierce the heavens

Starting at 15th level, As a bonus action you can spend 6 spirit points to make an additional attack, you can spend spirit points as many times as your constitution modifier.

Sword of Death

Starting at 18th level, You can spend 6 spirit points to make a 60-foot ranged attack with a sword, on a hit roll 1d10 the result determines the effect:
1 - your sword turns to dust
2-9 - you reduce the target's hit point by half
10 - the target is reduced to 0 hit points

Body Cultivator[edit]

Body cultivators train their bodies excessively. When you choose this path, you gain an additional +2 to your AC while not wearing armor, if you are without armor your AC is 8 + your strength Modifier + Constitution Modifier.(you can use a shield and use this feature)

Unarmed Mastery

Starting at 1th level, All unarmed attacks gain a bonus of +2 to hit, your unarmed attacks also deal 1d6 + strength modifier bludgeoning damage. In addition, when you make an unarmed attack you may make one additional attack during the same attack action. (at 6th level your martial die becomes 1d8 bludgeoning damage and at 10th level 1d10 bludgeoning damage).

Copper body

Starting at 3th level, Your body has been trained extensively, your skin is now copper-colored, you gain +2 AC while unarmored and add your proficiency bonus to your hit points from that level onwards, in addition you are resistant to slashing and piercing damage.

Iron Body

Starting at 9th level, Your skin is now silver, you gain +2 AC while unarmored, also in 9th level you can spend 2 spirit points your unarmed strikes now deal an extra 2d6 force damage for 1 minute.

Shining Fist

Also at 9th level, you can spend 4 spirit points to imbue your attacks with spiritual energy, dealing an additional 2d6 force damage.

Golden Body

Starting at 15th level, your body now glows with a golden radiance illuminating 15 feet around you, you gain +2 AC, and you now add your proficiency to the damage of your unarmed strikes. Additionally, you can spend 10 spirit points so that your unarmed attacks do not have disadvantage and the extra 2d6 damage increases to 2d8.

Diamond Body

Starting at 18th level, your body returns to its origin and a great molecular change occurs. It is now as crystalline as the purest diamond. You gain +2 AC, and you are additionally immune to non-magical blunt, slashing, and piercing damage, also his glowing fists now deal d12+strength+constitution force damage.

Immortal Doctor[edit]

experts in healing their allies immortal doctors will never let an ally die and they always pay their debts, you are proficient in medicine and gain a kit of silver needles(that you can use for the features of this class).

healing hands

Starting at 1th level, you can with a bonus action heal an ally up to 5 feet from you, roll medicine with a roll of 10 you heal 4+wisdom, with 15 6+wisdom, with 20 12+wisdom, a natural 20 heals 2d8+12, You can use this feature a number of times equal to your proficiency bonus.

Medicinal qi

Starting at 3th level, As an action, you can spend any number of spirit points to heal a creature; you roll a d8 equal to the number of spirit points spent, to a maximum equal to your proficiency. You regain this feature after a long rest.

Silver needles

Starting at 9th level, You have a set of silver needles that can be used for many things. Choose 2 from the list below. You can choose 1 more at the 11th level and one more at the 13th level. The effects are used with an action, but if you spend 1 additional point you can use them as a bonus action.

healing needles

by spending 4 spirit points you can heal a target equal to 5d8 + wisdom

poisoned needle

by spending 3 spirit points you can make an attack up to 15 feet from you and cause 3d8 poison + wisdom damage

unlocking needle

by spending 5 spirit points you can unlock an ally's potential by placing them under the effects of haste, at the end of the resource the ally has 1 point of exhaustion.

killing needle

by spending 6 spirit points you throw your needles up to 30 feet from you causing 24 force damage

sealing needle

by spending 8 spirit points you can attack an enemy in melee leaving them paralyzed on a hit, this effect lasts until they are hit.

King of Medicine

Starting at 15th level, you have become a recognized genius in healing practices, when you heal a creature you remove any effect that is inflicting it as long as it was inflicted by something with a CR or level equal to or lower than yours, in addition you heal your level in this class whenever you heal someone up to 30 feet from you with your silver needles.

God of Medicine

Starting at 18th level, An immortal doctor is not immortal by himself, he is the one who makes others immortals, if a creature has died up to a week ago you can choose to revive it. you can use this resource as many times as your proficiency bonus, being able to recover its uses only after using all of them and resting for 1 week.

Talisman Master[edit]

Talisman masters have focused all their cultivation time on the art of performing various magical effects on small paper talismans.

Starting at 3th level, You no longer use magic as conventional, now you spend talismans made with your spirit points, you still follow conventional spellcasting rules such as being able to use only one spell that spends a slot level during your actions, unless a feature in this class says otherwise, feats that affect spells work with your talismans as metamagic, you earn 4 spirit points. You only use somatic components to cast spells, the only material components you use are those that cost a certain amount of money (po, pc, sp).

>> Spellcasting
Talisman Master Spellcasting
Level Cantrips Known Spells Known Slot Level
1st 3 4 1
2nd 3 5 1
3rd 3 6 2
4th 4 7 2
5th 4 8 3
6th 4 9 3
7th 4 10 4
8th 4 11 4
9th 4 12 5
10th 5 14 5
11th 5 15 6
12th 5 15 6
13th 5 16 7
14th 5 18 7
15th 5 19 8
16th 5 19 8
17th 6 20 9
18th 6 22 9
19th 6 22 9
20th 6 22 9
Cantrips
You learn three cantrips of your choice from the wizard or cultivation monk spell list. You learn an additional wizard cantrip of your choice at 4th level, and again at 10th and 17th level.
Spell Slots
Talisman Masters do not spend spell slots instead they spend your spirit points for each spell slot level you spend 1 spell point.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice.
The Spells Known column of the Talisman Master Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Talisman Master spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

You can spend 1 additional spirit point to cast a spell of a higher level if it allows it.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Infused talisman

Starting at 3th level, When you use a talisman to cast any spell you add your Wisdom modifier to the damage or healing roll.

Protective Talisman

Starting at 9th level, when you are attacked by a melee or ranged attack, you can use your reaction to spend as many spirit points as you want to gain +1 AC during the attack, this feature can be used after the enemy attack roll.

returned talisman

Starting at 15th level, You can spend your action or your bonus action to use the same talisman that you used with your other action, for example you spend your action to use a fireball talisman, then you use your bonus action to reactivate it before its energy disperses.

Undeniable

Starting at 18th level, When a spell from one of your talismans is negated with counterspell or some similar feature, you can spend 3 spirit points to use the counterspell talisman


Spells[edit]

Soul Thorn

Transmutation, Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V,S
Duration: Instantaneous
The caster tears a fraction of their soul off and forms it into a thorn. Immediately after which they make a ranged spell attack and send it arcing towards an enemy they can see within range. On a hit the enemy takes 1d8 Necrotic Damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), and at 11th level increases by 1d10 per die (3d10), and 17th level (4d10).


Soul Shield

Divination, Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,M (A piece of paper marked with the appropriate hand drawn seal.)
Duration: 24 Hours
As an action the caster can place a magical Shield on a being's soul to protect it from evil. The Shielded creature gains resistance against magical damage dealt by the environment. The Shielded creature does not gain resistance to damage dealt by spells. Alternatively, the caster can place the Shield on a being's soul with the intent to suppress its aura. A being who's aura is Shielded is no longer able to be detected by spells or class features. (An undead for example cannot be detected by the cleric's feature if the undead is sealed)


Soul Resistance

Transmutation, Cantrip
Casting Time: Reaction
Range: 20 feet
Components: V,M (A piece of paper marked with the appropriate hand drawn seal.)
Duration: Instant
If a willing creature that the caster can see receives an attack, the caster can grant the creature resistance to the attack's damage type until the caster's turn. The following turn however either the caster or the recipient gains vulnerablity to the same damage type for the first attack made against it following the spell cast.


Soul Deliverance

Necromancy, Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V,S
Duration: 1 Minute
Upon touching a creature, if hostile the creature will roll a Wisdom saving throw. If it fails, then upon death the creature will have it's soul set free and redeemed according to it's beliefs. If it succeeds, the creature will be unable to be affected until time equal to the duration has passed. On a successful casting the caster gains temp hit points equal to the caster's Wisdom modifier.


Intervening Soul

Divination, 1st Level Spell
Casting Time: 1 Reaction
Range: 15 feet
Components: V,M (A piece of paper marked with the appropriate hand drawn seal.)
Duration: Instant
The caster channels their Spiritual energy into one creature that they can see to protect it from an attack until the beginning of it's next turn it gains +2 AC and 5 temp hit points. For each spell level above 1st the creature gains another +5 temp hit points and every other spell level it gains another +1 to AC.


Cure Wounds

Evocation, 1st Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
A creature the caster touches regains a number of hit points equal to 1d8 + the caster's spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When the caster casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Command

Enchantment, 1st Level Spell
Casting Time: 1 Action
Range: 60 Feet
Components: V
Duration: 1 Round
The caster speaks a one-word command to a creature they can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand the caster's language, or if the caster's command is directly harmful to it. Some typical commands and their effects follow. The caster may issue a command other than one described here. If they do so, the DM determines how the target behaves. If the target can’t follow the caster's command, the spell ends.


Approach. The target moves toward the caster by the shortest and most direct route, ending its turn if it moves within 5 feet of the caster.


Drop. The target drops whatever it is holding and then ends its turn.


Flee. The target spends its turn moving away from the caster by the fastest available means.


Grovel. The target falls prone and then ends its turn.


Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.


At Higher Levels: When the caster casts this spell using a spell slot of 2nd level or higher, the caster can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when the caster targets them.


Haven't You Heard of My Family?

Enchantment, 1st Level Spell
Casting Time: 1 Bonus Action
Range: 30 Feet
Components: V
Duration: Concentration, Up to 1 Minute
The caster attempts to compel a creature into a duel. One creature that the caster can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to the caster, compelled by their divine demand. For the duration, it has disadvantage on attack rolls against creatures other than the caster, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from the caster; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if the caster attacks any other creature, if the caster casts a spell that targets a hostile creature other than the target, if a creature friendly to the caster damages the target or casts a harmful spell on it, or if the caster ends their turn more than 30 feet away from the target.


Soul Exploitation

Divination, 1st Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,M (A piece of paper marked with the appropriate hand drawn seal.)
Duration: 10 minutes
Upon touching a recently deceased creature the caster's consciousness will be pulled into a dreamworld where the caster will relive the entire last hour of the creature's life. If the spell is interrupted before the full duration passes the recolection will end at the corresponding point. If the creature died by the caster's own hands the caster must make a Wisdom Saving throw against half the killing blow damage. On a fail the caster takes 1d8 Psychic damage.


Detect Evil and Good

Divination, 1st Level Spell
Casting Time: 1 Action
Range: Self
Components: V,S
Duration: Concentration Up to 10 Minutes
For the duration, the caster knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of the caster, as well as where the creature is located. Similarly, the caster knows if there is a place or object within 30 feet of the caster that has been magically consecrated or desecrated.


The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Fae Bane

Abjuration 1st Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,S,M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, Up to 10 Minutes
Until the spell ends, one willing creature the caster touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.


The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Detect Magic

Divination, 1st Level Spell
Casting Time: 1 Action
Range: Self
Components: V,S
Duration: Concentration, Up to 10 Minutes
For the duration, the caster can sense the presence of magic within 30 feet of themselves. If the caster senses magic in this way, they can use their action to see a faint aura around any visible creature or object in the area that bears magic, and the caster learns its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Soul Anchor

Divination, 1st Level Spell
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V,S,M (A piece of paper marked with the appropriate hand drawn seal.)
A creature the caster gestures to must make a succeed on a Wisdom saving throw or become ensnared by spectral chains. While ensnared the creature is considered grappled. The creature may repeat the saving throw at the end of each turn and on a success the creature will break free.


Searing Smite

Evocation, 1st Level Spell
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, Up to 1 Minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.


At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.


Thunderous Smite

Evocation, 1st Level Spell
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, Up to 1 Minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.


Wrathful Smite

Evocation, 1st Level Spell
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, Up to 1 Minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.


Implied Demise

Necromancy, 1st Level Spell
Casting Time: 1 Action
Range: 60 feet
Components: V,S,M (A piece of paper marked with the appropriate hand drawn seal.)
The caster attempts to mark a creature's impending demise on it's soul stele. The first attack roll made against this creature gains the benefits of advantage and the first damage roll gains bonus Necrotic damage equal to the caster's Wisdom modifier.
At Higher Levels: When the spell is cast with higher level spell slots, for each spell slot level an additional following attack from another creature gains the benefits of both advantage and the additional damage. The spell ends at the beginning of the caster's next turn. If the spell is cast with a 5th level spell slot or higher, the benefits of both advantage and the additional damage persist for all attacks made until the end of the caster's next turn.


Ancestor's Favor

Evocation, 1st Level Spell
Casting Time: 1 Bonus Action
Range: Self
Components: V,S
Duration:Concentration, Up to 1 Minute
The castor's prayer is heard by an ancestor who empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.


Heroism

Enchantment, 1st Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Concentration, Up to 1 Minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When casting this spell using a spell slot of 2nd level or higher, the caster can target one additional creature for each slot level above 1st.


Soul Weapon

Enchantment 2nd Level Spell
Casting Time: 1 Action
Target: A nonmagical weapon
Range: Touch
Components: V,S
Duration: Concentration, up to 1 Hour
The caster touches a nonmagical weapon and imbues it with their spiritual might. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When casting this spell using a spell slot of 4th level or higher, the bonus increases to +2. When the caster uses a spell slot of 5th level, the bonus increases to +3.


Spirit Warrior

Conjuration 2nd Level Spell
Casting Time: 1 Action
Range: 10 feet
Components: V,S,M (A piece of paper marked with the appropriate hand drawn seal.)
Duration: Concentration, up to 1 Hour
As an action the caster can conjure a illusory spirit warrior. They have the same stats as a commoner and have their own initiative. However, they have hit points equal to caster level + Wisdom modifier times 2. The illusory warriors can act independently from the caster to attack and do as commanded, with no action to give new orders needed. They will obey any order given and the caster can communicate with them telepathically.
At Higher Levels: When the spell is cast with higher level spell slots, for each spell slot level higher the caster is able to summon an additional illusory warrior.


Puppeteer Technique

Necromancy 3rd Level Spell
Casting Time: 30 Minutes
Range: 90 feet
Components: V,S,M (Corpses to puppeteer, Diamond worth 500Gp)
Duration: Concentration, up to 20 Minutes
After completing a ritual the caster can manipulate up to 3 dead bodies like they are puppets. The corpses will only be able to use 30 feet of movement and only have 1 hit point. However, they will have the same physical stats as when they were alive. The puppet's turn immediately follows the caster's and are able to perform simple tasks. (Only Small and Medium creatures are able to be affected by the spell)
At Higher Levels: When the spell is cast with higher level spell slots, for each spell slot level the caster gains the ability to control an additional 2 corpses.


Shatter Curse

Abjuration, 3rd Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
At the caster's touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so that it can be removed or discarded.


Revivify

Necromancy, 3rd Level Spell
Casting Time: 1 Action
Range: Touch
Components: V,S,M (Diamonds worth 300gp, which the spell consumes.)
Duration: Instantaneous
The caster touches a creature that has died within the last minute and uses their own soul to push the fleeing soul back into its body. That creature returns to life with 1 hit point.
This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


Spirited Shroud

Necromancy, 3rd Level Spell
Casting Time: 1 Bonus Action
Range: Self
Components: V,S
Duration: Up to 1 Minute
The caster calls forth the spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (Caster's choice when they cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of the caster has its speed reduced by 10 feet until the start of the caster's next turn.
At Higher Levels: When the spell is cast with spell slots of the 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.


Summon Celestial Ancestor

Conjuration, 5th Level Spell
Casting Time: 1 Action
Range: 90 Feet
Components: V,S,M (A golden reliquary worth at least 500gp)
Duration: Concentration, Up to 1 Hour
The caster calls forth a clestial spirit guided by an ancestor's soul. It manifests in an angelic form in an unoccupied space that you can see within range. This corpeal form uses the Celestial Spirit stat block. When the caster casts the spell, choose Avenger or Defender. The caster's choice determines the ancestor's attack in its stat block. The ancestor disapears when it drops to 0 hit points or when the spell ends.
The creature is an ally to the caster and the caster's companions. In combat, the creature shares the caster's initative count, but takes its turn immediately after the caster. It obeys your verbal commands (No action required by the caster). If the caster doesn't issue any, it will take the Dodge action and use its movement to avoid danger.
Celestial Spirit
Large celestial
Armor class: 11 + the level of the spell (Natural Armor)
+2 (Defender only)
Hit Points: 40
Speed: 30 ft, fly 40 ft.
Strength 16(+3), Dexterity 14(+2), Constitution 16(+3), Intelligence 10 (+0), Wisdom 14(+2), Charisma 16(+3)


Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft, passive Perception 12
Languages: Celestial, Understands the languages you speak
Proficiency Bonus: Equal to the caster's bonus
Actions:
Multiattack
The celestial ancestor makes a number of attacks equal to half this spell's level (rounded down)


Radiant Bow (Avenger Only)
Ranged Weapon Attack: Caster's spell attack modifier to hit, reach 150/600 ft, one target. Hit:2d6 + 7 Radiant damage.


Radiant Mace (Defender Only)
Melee Weapon Attack: Caster's spell attack modifier to hit, reach 5ft, One Target. Hit:1d10 + 8 Radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target.
The chosen creature gains 1d10 temporary hit points.


Healing Touch (1/Day)
The celestial touches another creature. The target magically regains hit points equal to 2d8 + 5


Name

Necromancy Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V,S
Duration: Up to 1 Minute
Text


At Higher Levels: When the spell is cast with higher level spell slots,

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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