Cultivation Monk (5e Class)
From D&D Wiki
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]
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.
Martial Mastery[edit]
- The sun rises again and again, so does the Man that opposes evil
At 1st level you gain a martial mastery you can choose from Swordmaster, Polearm Master, Bowmaster, Axemaster or Magic Master.(You only gain the benefit of this feature if you don't wear any kind of Armor also you don't gain an AC bonus of Shields) At 3th and 6th level you may choose another Martial mastery
- Swordmaster
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.
- Polearm Master
All attacks made with polearms gain the benefit of +2 to hit and dexterity may be used in place of strength when making attacks with polearms.
- Unarmed Mastery
All unarmed attacks gain a bonus of +2 to hit, your unarmed attacks also deal 1d4 + Dexterity 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 1d6 bludgeoning damage and at 10th level 1d8 bludgeoning damage)
- Bowmaster
All attacks made with a bow gain the benefit of a +2 to hit and being within 5 feet of someone with a bow does not impose disadvantage on attack rolls.
- Magic Master
You gain one Cantrip and one 1st Level Spell of your choice of any class (The spells and cantrip that you learn through this feature don't count against your known spell list. You can cast the spells that you learn through this feature once per day without using a spellslot you must take a long rest to regain this feature but you also can cast the spell with an appropriate spell slot.)
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 and 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. Also you can feel the presence of any Fiend, Demon, Undead, or Fay near you but you cannot pinpoint the exact direction but generally know where it is. You also cannot know what kind of creature it is, you can only distinguish if it is a Fiend, Demon, Undead, or Fay. This ability has a range of 300 feet but you can only precisely pinpoint any creature detected if it is in a 60 feet radius otherwise you know the general direction of its location.
To use this feature you need to spend a Bonus Action or Meditate for at least 10 Minutes
You can use this feature a number of times equal to your Proficency Bonus.
If the feature was used via meditation the activation of this feature does not count against the available total.
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 cleric spell and the Wisdom modifier for the health modifier. 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. (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. Also, for each time you hit a creature during this turn you gain a number of temp hit points equal to your Wisdom modifier. (These hitpoints can stack)
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 6th, 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 tem Hp if you would finish a long rest double the amount of tem Hp also every creature affected by this rouls a d4 and gains the rould number as pool of d8 that they can add to any dice roll (temp Hp that is gained with this feature can stack with other features) . At 10th level the amount of temp Hp 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 and to four when you reach 20th 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 and your unarmed attacks now count as magical for the purpose of overcoming resistances.
- 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.
Martial Master[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.
At 7th Level your mastery of weapons and combat starts to show. While wielding any weapon that is connected to your Martial Mastery feature you gain a bonus of +2 to your AC (When not using a shield)
Any weapons with which you have selected for your Martial Mastery feature also may be considered magical for the purpose of overcoming resistances.
- Swordmaster
As the Sword has now become a extension of your body, it now can be used as your spell focus. As a bonus action while wielding a sword you may inspire your allies to do heroic deeds.(You may choose a creature that you can see, it gains a bonus +2 to hit and a bonus 1d6 force damage for 1 minute to all damage rolls made while wielding a sword. This feature can only affect a number of creatures equal to your Proficiency Bonus.)
- Polearm master
The Polearm is now one with your soul it reacts to it surroundings and strikes swift and true, and now you can use your Polearm as your spellcasting focus.. If a creature enters your reach you may immediately use your reaction to make a opportunity attack against it any creature hit must make a Wisdom saving throw or have its movement halved until the start of its next turn.
- Bowmaster
A stock of the string may sound like a pleasant song but the howling of the arou is the impending doom that flies towards its victim. Any time you make an attack roll and miss you may choose to make a new attack roll, you must take the new result. you can only use this feature once per turn. Any other friendly creatures that you can see may also gain the benefit of this feature but each time it is used your reaction must be consumed.
- Unarmed Master
Striking at an enemy with flurry of blows may seem impractical if he wears armor but not so much if your fists are holy. Any creatures hit by your unarmed attacks gets their AC reduced by one up to a maximum of 3. This debuff only lasts the duration of combat.
- Magic Master
You master the unpredictable ways of magic what gives you powers that some might not even comprehend.You gain another 1st and 2 level spell slot if you would gain a num higher level spell slot you get a bonus 1 but this feature only affects it once. As an bonus action you can expend one spell slot to give it to someone else.
Mark of Change[edit]
- The fastest horse cannot catch a word spoken in anger
Beginning at 9th level any fae creature that is hit with an attack can be marked at will. Once it is slain it will then be set free of its negative emotions and released to wander in the spiritual plains.
While the supernatural creature is marked it takes a bonus 1d6 force damage each time damage is rolled against it. Only one creature may be marked at a time. The mark fades once a full hour has passed.
Rapid Strike[edit]
- Whether you hurry or walk slowly, the path remains the same
At 10th Level you can forgo advantage on one of your attack roles to immediately make an additional attack against the same creature you can use this feature once per round.(The rapid attack itself must also have it's own roll to hit)
If you have the Martial Mastery: Magic Master you can forgo advantage on one attack role to twincast a 1st level spell or cantrip you can use this feature once per round. (The twincasting follows the same rules as the sorcerer twincasting, different targets seperate roll must be made without advantage since that is used to make the attack)
Mastery of the Supernatural[edit]
- A long journey begins with the first step
At 13th Level you now gain advantage on saving throws that are made against any spells cast by Undead, Demons, Fiends and Fae in addition you also learn the Language Abyssal and Fay. If the languages are already known you gain resistance against psychic damage dealt by Undead, Demons, Fiends, and Fae.
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 temp hit points and loose an equivalent ammount of hit points. Being reduced to zero by this feature will not cause the creature to die however until the temp hit points are exhausted.
You can use this feature a number of times equal to your proficiency bonus and regain all expendended uses after a long rest.
Terracotta Army[edit]
- The endless sea will rise and so shall order
the will of the endless sky and the ever rising sun is bestowed upon you and so are the wills of all the lost souls that don't find relief in death, as such their will to redeem themselves will cause any army to arise.
At 15th level as an action you can summon up to (3 * Wisdom modifier, minimum of one) terracotta soldiers made from the earth and materials around you. The soldiers have hit points equal to your (Wisdom modifier * 1/2) and their attacks deal nonmagical bludgeoning damage equal to your Wisdom modifier. They have a +2 to hit with their attacks and have an ac of 14 they also have a +2 to all saving throws. The terracotta soldiers share your intiative and make unarmed attacks. The terracotta army will only target one creature each at a time while directed by bonus action. When a soldier dies it deals 1d10 + your Wisdom modifier force damage to the target that killed them. While you are incapacitated the soldiers will cease moving but gain resistance to all damage (Excluding magical bludgeoning, slashing, and piercing damage). You may only use this feature once a week.
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
At 18th level you can no longer die of old age and become immune to Disease and Poison.
- Planar Soul
At 19th level you gain the ability to untether yourself from reality. After going through an hour long ritual meditation and consuming ingredients worth 1000Gp, you can shift yourself and 2 others to another plane of existence.
You can use this feature ones per long rest.
Spells[edit]
Spell | School | Level |
---|---|---|
Soul Thorn | Transmutation | Cantrip |
Soul Shield | Divination | Cantrip |
Soul Resistance | Transmutation | Cantrip |
Soul Deliverance | Necromancy | Cantrip |
Intervening Soul | Divination | 1st Level Spell |
Cure Wounds | Evocation | 1st Level Spell |
|
- 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:
Back to Main Page → 5e Homebrew → Classes