Demiglaive (5e Class)
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Demiglaive[edit]
A lone human stands against a horde of enemies. He smiles as an array of ethereal, crystal like, weapons appear around them. Flying with his array of weapons at his disposal, the man brings all the weapons to bear on those that surround them, cutting through his enemies like they were nothing. But after a few minutes the man landed and the array of weapons vanished, save but one which he grabbed, solidifying it from its ethereal form. He vanished, suddenly appearing at his next foe with the blade sunk into its their chest. He continued appearing and disappearing from foe to foe with his enemies only getting the casual swipe at him as he would be standing in one spot and then just off from where he had been thought to be.
As the battle wore on, his eyes started to glow faintly, the gods had seen his dilemma and were willing to assist him. He welcomed the help, and in that moment a massive hand descended out of nowhere, scooping him up. The gods had sent their agent, who lifted the man out of harms way. With another gesture the being called down lightning, cascading across the entirety of the battle field. In a similar manner, the being put the man back on the ground. His enemies were decimated, though several still remained standing in the face of the onslaught. The damage, however, was massive as fires and scorched earth covered the area.
Summoning his blade once more, the man advanced as he was ready to finish his work. Such was the task for those chosen by the gods to be Demiglaives.
The Chosen One[edit]
Chosen at birth for greatness by the gods, this is a phrase many would wish to be bestowed. Some bestow this phrase upon themselves, others may do so by using magic to peer into the future to look upon the deeds that a child may accomplish. For a Demiglaive, however, the phrase is very much true. A Demiglaive is one who was chosen by the gods to perform great deeds, whether heroic or otherwise. Upon coming of age, the chosen one is able to displace themselves and items.
The Demiglaive is a champion of the gods, and is one of the few beings who is ever being watched by them. The gods will allow the Demiglaive to live their life to a degree, but a life extraordinary will always be their calling and they may one day be called upon by the gods to quest for them. The speed of the Demiglaive is greater than that of most beings, and an ability to teleport or displace themselves is how the Demiglaive moves about and survives their encounters.
Anointed By The Gods[edit]
While there are some beings who are also chosen by the gods, and have their eyes upon them, an exceptionally fewer number of such beings are ever chosen to be Demiglaives. A Demiglaive never really appears out of place in a crowd. Their weaponry is never carried out in the open, and this allows them to easily pass through checkpoints, or even not alert magic users who may have certain spells up that they have weapons. The weight of the responsibility that they bear, is one that does not escape the Demiglaive as they know that at anytime the gods may come calling for them to take up their cause.
Creating a Demiglaive[edit]
When creating a Demiglaive character, you need to think about why the gods chose you to be their champion. Is there some great threat looming in the horizon, or are you simply the next in a long bloodline of those who have been favored by the gods? Are you an ordinary person, thrust into a larger and more dangerous world, or are you a member of some royal line who all have been Demiglaives in the past? You will need to speak with your DM about what is appropriate for your character.
- Quick Build
You can make a Demiglaive quickly by following these suggestions. First, put your highest ability score into DEX, and follow this up with CHA. Second choose the Folk Hero background.
Class Features
As a Demiglaive you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Demiglaive level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demiglaive level after 1st
- Proficiencies
Armor: Light Armor, Shields
Weapons: Simple weapons & martial weapons
Tools: 1 set of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three skills from Acrobatics, Arcana, History, Nature, Perception, Persuasion, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any martial weapon of your choice
- (a) two short swords or or (b) any simple weapon of your choice
- Explorer's Pack
Level | Proficiency Bonus |
Features | Magic Points (MP) |
---|---|---|---|
1st | +2 | Crystorium Arsenal, Crystorium Storage, Glaive Armor | 10 |
2nd | +2 | Warp, Warp Strike, Elemancy Spellcasting | 20 |
3rd | +2 | Path Of The Chosen | 30 |
4th | +2 | Ability Score Improvement, Weight of Destiny | 40 |
5th | +3 | Extra Attack, Crystorium Empowerment | 50 |
6th | +3 | Path Of The Chosen 2 | 60 |
7th | +3 | Mobile Movements | 70 |
8th | +3 | Ability Score Improvement, Improved Elemancy | 80 |
9th | +4 | Warp Assault, Moment Of Respite | 90 |
10th | +4 | Path Of The Chosen 3 | 100 |
11th | +4 | Crystorium Brotherhood | 110 |
12th | +4 | Ability Score Improvement, Improved Warp Ability | 120 |
13th | +5 | Shifting Defense | 130 |
14th | +5 | Path Of The Chosen 4 | 140 |
15th | +5 | Crystorium Blitzkrieg | 150 |
16th | +5 | Ability Score Improvement, Ultimate Elemancy, Mastered Warp Ability | 160 |
17th | +6 | Arminger, Path of the Chosen 5 | 170 |
18th | +6 | Chosen Of The Gods | 180 |
19th | +6 | Ability Score Improvement, Passive MP Regeneration | 190 |
20th | +6 | Shatter the Darkness/Light | 200 |
MP is regenerated for 1d8 + CHA modifier per every short rest and for the full amount per every long rest.
Crystorium Arsenal[edit]
At 1st level, you have access to the Crystorium. This is magical means of storing weapons and other equipment which can be called on when needed. You start with the ability to bond 1 weapon + your CHA modifier. The bonding process simply requires you to use an action to put it into your Crystorium. Once there, you can summon the weapon or put it away as an incidental action, and you can swap between weapons for each attack you can make. You also can throw or drop the weapon and it will vanish back to the Crystorium or reappear in your hand if you still need to use it. Shields also apply to this method of storage. You can only summon forth 2 items at a time however, one for each hand.
At 3rd level, and each additional 3 levels, you can add 1 more weapon to your Crystorium arsenal. This can include magical weapons, though if a weapon requires bonding then this process is different and does not interfere with the Crystorium. Objects can also be removed from the Crystorium, if desired in the same manner in which they were be added. Weapons stored have no weight until they are summoned & wielded.
With ranged weapons, the ammo for said weapons does not count as a weapon slot, but is part of that weapon. As such, you can essentially hold a typical allotment of ammo for the weapon as part of its Crystorium storage (this is often just 20 shots). Ammo is also recovered by the Crystorium, however, the exception to this is ammo (or an item) that is destroyed when it is used (i.e: bullets). In this case, the Crystorium does not recover the item.
Crystorium Storage[edit]
At 1st level, you have the ability to use your Crystorium to store a limited number of items that aren’t weapons. This essentially acts like a pouch or backpack for this purpose and it takes only a move action to bring out a Crystorium stored item and use it. You can store up to 20lbs of items. At 3rd level, and every 3rd level there after, your storage capacity increases by 10lbs. Items stored do not have an actual weight that is applied to the PC until they bring the item out.
Glaive Armor[edit]
At 1st level, every new Demiglaive is given a set of sleek, dark purple/blue armor meant for flexibility and defense. While wearing this armor, your Armor Class equals 10 + your DEX modifier + your CHA modifier. You can use a shield and still gain the benefits of this.
Warp[edit]
At 2nd level, you gain the ability to warp. As an action, you can either teleport to any spot of your choice within normal movement speed or throw your weapon in any direction up to its normal throwing range and teleport to it. If your weapon has the Thrown property, you may throw it up to its long range capped at 60ft. If there is anything in the path of you or your weapon, you may not go past that object, but you can throw over half-cover. If you are engaged with an enemy and warp, you still take an attack of opportunity like standard movement. If you warp to your weapon or target creature, you may only warp to an unoccupied space. This does not work for weapons with the heavy attribute or ranged weapons like bows and crossbows. The max movement range increases by 10ft at 5th and 8th levels. You may use this once if you don't have enough MP at the cost of 1 level of exhaustion. Cost: 2MP
Warp Strike[edit]
At 2nd level, in addition to warping, you may attack with a warp. You may target any creature within your normal movement speed or weapons throw range. Your attack roll has disadvantage if weapons thrown out of its normal range. On hit, teleport to the target and add your proficiency to your damage roll. On miss, you may expend a reaction to bring your weapon back to your hand or warp to your weapon, if thrown, otherwise you do not warp. You still expend the MP cost to Warp to your weapon. If you warp to your weapon or target creature, you may only warp to an unoccupied space in the same path as your target. The max movement range increases by 10ft at 5th and 8th levels. You may use once if you don't have enough MP at the cost of 1 level of exhaustion. Cost: 2MP
Elemancy Spellcasting[edit]
At 2nd level, you gain the ability to channel the Crystorium's power into magical abilities called "Elemancy Spells". You gain the use of Basic Elemancy Spells, allowing you to cast 4 spells of your choosing from any of the Basic Healing, Attack, Protective, and Status Elemancy lists.The description of these spells are at the end of the class.
You gain use of Improved Elemancy, allowing use of Improved Elemancy Spells at 8th level and Ultimate Elemancy, allowing use of Ultimate Elemancy Spells at 16th level.
Path Of The Chosen[edit]
At 3rd level, you choose a path that guides how your Demiglaive powers will evolve. Choose one of the paths detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels.
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 cannot increase an ability score above 20 using this feature.
Weight of Destiny[edit]
At 4th level, the weight of your destiny can be brought to bear against those you face. When making Charisma based skill checks, you roll with advantage.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Crystorium Empowerment[edit]
At 5th level, any normal – unenchanted – weapon you possess is considered a magic weapon for the purposes of overcoming resistances.
Mobile Movements[edit]
At 7th level, your muscle memory from warping has started to incorporate into your regular, everyday movements. When making Dexterity based skill rolls, you gain a +3 to these rolls.
Improved Elemancy[edit]
At 8th level, over time, you've learned to control the Crystorium's magic and improve your skills in it. You gain access to the Improved Elemancy Spell List, allowing you access to use 3 spells from the Improved Healing, Attack, Protective, and Status Elemancy Lists. If you have chosen a spell that is tiered (like Fire-Fira) at 2nd level, you automatically gain the next tier for that spell without having to select it for this feat. You may also replace up to all of the Basic Elemancy spells you have chosen before when gaining this feat, however, you do not gain the upgraded tiers if you replace the 1st tiered spell. If you replace any spells with another tiered spell, you automatically gain the 2nd tier for those spells. The description of these spells are at the end of the class.
Warp Assault[edit]
At 9th level, you possess the ability to warp rapidly, allowing you to strike at multiple opponents, or even just one opponent multiple times. Within your normal warp range of movement, you may make 1 attack action against each enemy there in, up to a number of attacks equal to your CHA modifier + 1. Against a single target, you can make a number of attacks equal to your CHA modifier +1. This action cannot be used again until a short rest is taken. Cost: 30 MP.
Moment Of Respite[edit]
At 9th level, as an action or bonus action, you may choose to focus and recover MP. Restore MP equal to 3d8+ CHA modifier and an additional 1d8 every 3rd level after. Every short rest, you regain MP for an additional 2d8 and another 1d8 every 3rd level after.
Crystorium Brotherhood[edit]
At 11th level, your Crystorium storage expands to those who ally with you. You can designate a number of individuals, up to your CHA modifier +1, who can store up to 2 weapons and 5 items of their choice into their own Crystorium storage. The weapons and items are treated as if having no weight until they are held, the use is the same as Crystorium Arsenal and Crystorium Storage.
Improved Warp Ability[edit]
At 12th level, your ability over your warping has greatly improved. While performing Warp, Warp Strike or Warp Assault, your movement range increases by 10ft, you deal an extra 2d8 while performing Warp Strike or Warp Assault and the cost of Warp and Warp Strike decreases by 1 MP and Warp Assault by 15 MP. You can also perform any Warp ability as a bonus action during your turn.
Shifting Defense[edit]
At 13th level, when using the dodge action, you can instead choose to apply your warping abilities to your defense instead. You gain an additional 1 AC while performing Shifting Defense. Any attacks against you while taking the dodge action have disadvantage and you take half damage from the attacks, should the attack(s) still hit. If you have to make a saving throw against any spell to take half damage, you take no damage instead if you succeed.
Crystorium Blitzkrieg[edit]
At 15th level, your Crystorium arsenal bursts from its pocket dimension and a floating array of all your weapons and shields swirl around you. On your turn, you can strike an opponent with your full arsenal in melee, or at a range.
· Melee Strike: Damage is based upon the weapon with the highest die, but you don't add your STR or DEX mod to the damage you deal. Each weapon that you currently have in your arsenal adds 1 additional die of damage. If shields are present, one shield gives its normal benefits, while if a second shield is present, then it imposes a disadvantage to the opponents attack rolls.
· Ranged Strike: Similar to the Melee Strike, however, shields add to the damage you deal, and aren’t reserved for defense and all weapons and shields have a range of 20/60.
The Crystorium Blitzkrieg remains in use for 1 round + CHA modifier and if you make multiple attacks on your round, then you can choose freely between melee or ranged attacks. After its used, you must take a long rest before you can use it again. Cost: 60 MP
Ultimate Elemancy[edit]
At 16th level, you've developed mastery over glaive magic and can unleash spells at their highest power potential. You gain access to the Ultimate Elemancy Spell List, allowing you access to use any 2 spells from the Ultimate Healing, Attack, Protective, and Status Elemancy Lists. If you have chosen a spell that is tiered (like Fire-Fira-Firaga) at 2nd and 8th level, you automatically gain the next tier for that spell without having to select it for this feat. You may also replace any of the Basic Elemancy and Improved Elemancy spells you have chosen before when gaining this feat, however, you do not gain the upgraded tiers if you replace the 1st tiered spell. If you replace any spells with another tiered spell, you automatically gain the highest tier for those spells. The description of these spells are at the end of the class.
Mastered Warp Ability[edit]
At 16th level, your warping becomes that of second nature to you and have gained full mastery over all warping abilities. While performing Warp, Warp Strike or Warp Assault, your movement range is increased by 20ft, you gain an additional 2d8 while performing Warp Strike or Warp Assault, gain an additional 2 AC while performing Shifting Defense, and you no longer expend any MP while performing any Warp Abilities. Warp, Warp Strike and Shifting Defense can be utilized as reactions.
Armiger[edit]
At 17th level, your Crystorium arsenal rips through reality, into a floating array of weapons circling around you, granting you special benefits . As a bonus action, you can manifest your arsenal and gain the following benefits:
Your AC is raised by 2
Your critical range for your attacks is 19-20.
Your movement speed is doubled, and your movement doesn't provoke opportunity attacks.
When you hit with a weapon attack using a weapon in your Crystorium, you deal maximum damage with the weapon's damage die instead of rolling.
The Armiger remains in use for 1 minute (or 10 rounds) and you must take a long rest before you can use it again. Cost: 80MP.
Chosen Of The Gods[edit]
At 18th level, you can occasionally call upon the unequaled might of the Gods to help you. Which god that comes to your aid is beyond your control, as well as what they do to assist you. You can call on the Gods to intervene on your behalf as a full round action. Describe the assistance you seek, and roll percentile dice. If you roll a 30 percent or lower, the Gods intervene. The DM chooses the nature of the intervention.
If the Gods intervene, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Passive MP Regeneration[edit]
At 19th level, the power bestowed upon you from your Crystorium flows intensely throughout your body, revitalizing you. While out of combat, you regenerate 20MP every hour. While in combat, you regain 10MP every 10 rounds (or 1 minute). This ability does not occur if you are unconscious or resting nor removes any levels of Exhaustion and does not stack with the MP Regen Spell.
Shatter the Darkness/Light[edit]
At 20th level, you possess the power to defy evil (or good) beyond all others. Choose whether this will apply to evil or good alignments. When engaging enemies of the chosen alignment type, you gain the following benefits:
Additional +2 AC
Critical threat range is 18-20
Have advantage on all saving throws made against them
Enemies have disadvantage on all skill rolls against you
Once per day, you can deal an additional d8 per +1 modifier you have in your CHA score. This extra damage is of a type that the target is weak against if they have a weakness to a type of damage.
Depending on your Path of the Chosen, you gain an additional die to your Elemancy Spells for Path of the Wise or an additional die to your Champion Arms for Path of the Champion.
Path Of The Chosen[edit]
Path of The Wise[edit]
There are some Demiglaives who choose to focus their strengths on their ability to interact with others and wield their magic with greater power.
- BEARING OF WISDOM
At 3rd level, the wisdom passed down from previous Demiglaives flows through your mind to aid you in your adventure. Choose three of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.
- KNOWLEDGEABLE ELEMANCY
At 6th level, the knowledge gained from studying into your Crystoriums magical powers proves very benefitial. You gain the use of 2 additional Basic Elemancy spells and an additional spell at 9th, 12th, 15th, and 18th levels, including the Improved Elemancy spells gained at 8th level, and the Ultimate Elemancy spells gained at 16th level. The damage/healing of your Elemancy spells is increased by 1 additional die, and saving throw DC’s are increased by 1. The description of these spells are at the end of the class.
- ELEMANCY ENHANCEMENT
At 10th level, magical power from your Crystorium overflows every so often and surges into you. You can choose up to 3 spells in your spell bank to be enhanced by spending 4x (for Basic Elemancy Spells), triple (for Improved Elemancy Spells), or double (for Ultimate Elemancy Spells) MP costs to prepare them while out of combat. An enhanced spell gains the following benefits:
An extra die listed in the spell
An additional +2 to AC (Protect spells/Haste)
An additional turn for spells that are turn based (i.e Sleep, Slow, etc)
+15% of HP lost (Gravity spells)
x3 of MP regenerated (MP Regen)
You spend the normal MP cost for the enhanced spells when casting said spell. Once used, you must spend the specified amount to enhance these spells again. After 3 days of long rests, you can choose to switch out up to all 3 spells with new ones in your spell bank to enhance. You must spend the specified amount required to enhance these new spells.
- PROFICIENT ELEMANCY
At 14th level, your ability to wield your Elemancy is far more potent. The damage/healing of your Elemancy spells is increased by 2 additional dice, saving throw DC’s are increased by 2. Additionally, you can add your spells attack modifier and proficiency bonus to your spells.
- MASTERFUL ELEMANCY
At 17th level, you gain full mastery over your Elemancy and wield it to its full potential. You can now enhance up to 6 spells of your choice and the cost for enhancing these spells are reduced to triple for Basic Elemancy, double for Improved Elemancy, and normal amount for Ultimate Elemancy Spells. You may now switch out up to all 6 spells with new ones in your spell bank to enhance after 2 days of long rests. The criteria for using enhanced spells and re-enhancing spells remains the same. Additionally, you gain the use of 1 additional Ultimate Elemancy Spell of your choosing.
Path of The Champion[edit]
Those that choose the path of the champion are individuals who are willing to take the lead, to be an example, and to be a symbol for others.
- HERALD
At 3rd level, you are the herald of the gods, their chosen champion. Those that have faith in the gods you serve, are easier to influence than others. You gain advantage on skill rolls made when interacting with these people. On the other hand, against those whom oppose the gods you serve, you have advantage on any skill rolls made against them. You are also a messenger for the gods, and if they have a message they want conveyed it is your duty to do so.
- CHAMPION ARMS
At 6th level, you begin to collect special weapons known as the Champion’s Arms. These are weapons wielded by previous Demiglaives, and are made of crystal. Champion arms take up no space in the Crystorium arsenal, unlike all other weapon types. Each Champion Arms is treated like a cantrip spell. You can only have 1 of any type of weapon (i.e 1 sword, lance, crossbow, etc). You start with one Champion Arms weapon of your choice, but you must find any others that there may be. The conditional modifiers for using Champion Arms are as follows:
· Damage: Upon getting the use of Champion Arms, the damage die for the weapon type increases by 1. This increases by 1 of the die type at 9th, 12th, 15th and 18th levels. You can add your level as a Demiglaive to damage rolls made with these weapons as well.
· Magic: Champion Arms are always treated as being magical, and damage is Radiant or Necrotic damage, (your choice). If you choose to add your Demiglaive level to your damage roll, the damage type for your Demiglaive level cannot be Radiant or Necrotic. It must be a different damage type (i.e slashing, fire, etc).
· Sapping Vitality: The use of Champions Arms is not something to take lightly. Each attack you land saps 4 HP from you and an additional 2 of HP at 9th, 12th, 15th and 18th levels. You can restore 1d4 HP at 6th level and an additional 1d4 every 3rd level after for every short rest taken.
- CHAMPION’S WRATH
At 10th level, you can target one foe to vest your wrath upon. You designate one opponent that this applies to (or one of the gods you serve can also do this for you). All attacks made against the designated target are at advantage. This effect is retained until either the opponent is slain, or 1 minute has passed. The effect cannot be transferred to another target. After a short rest the effect can be used again.
- CHAMPION'S COLLECTION
At 14th level, as your adventure grows, so does your proficiency in utilizing Champion Arms. You can now have 2 of each type of Champion Arms. For Champion Arms that allow you to wield the same type in both hands, you can add your proficiency bonus to your damage rolls, only while wielding both of the same type of Champion Arms. However, your HP is also sapped by an additional 2 HP for every attack made. For Champion Arms that require the use of both hands, you gain a +3 to both your attack and damage rolls but are sapped of an additional 1 HP for every attack made.
- VANQUISH
At 17th level, you gain the ability to vanquish a foe with one hit. When you attack an enemy with one of your Champion Arms, they must make a CON save against your Save DC ( 8+ CHA modifier + Proficiency modifier). If they fail the save, the target takes double your damage rolls. If the attack reduces the targets HP by half or more, they must make another CON save at disadvantage. If they fail this save, they die. If the target succeeds in their first save, then damage is dealt normally and the Vanquish ability is expended. If they succeed in their second save, then they remain alive. Vanquish can only be used once per day and is recovered after a long rest is taken.
Elemancy Spells[edit]
- Spell Save DC= 8 + Prof modifier + CHA modifier
- Spell Attack Bonus= d20 + Prof modifier + CHA modifier
- Spell Attack Modifier= CHA modifier
- * indicates a Tier Spell
Basic Elemancy Spell List[edit]
Basic Healing Elemancy[edit]
- Raise
Casting Time: 1 action
Range: Touch, 40ft
Duration: Instant
Cost: 7MP
Instantly stabilizes a target creature of your choice by touching or casting at a distance. Target creature regains ¼ of their total HP upon stabilization.
- Cure*
Casting Time: 1 action
Range: Touch, Self, 30ft
Duration: Instant
Cost: 4MP
Heal the target creature for 2d8 + spell attack modifier
Basic Attack Elemancy[edit]
- Quake*
Casting Time: 1 action
Range: 15ft radius, self
Duration: Instant
Cost: 6MP
You create a shockwave through the earth to stumble and damage your enemies. All targeted creatures must make a DC Dex save. Upon failure, target creature(s) take 2d8 damage and is prone until their next turn. Successful Dex save takes half damage and is able to remain stable on their feet.
- Fire*
Casting Time: 1 action
Range: 60ft, 10ft radius
Duration: Instant
Cost: 4MP
Cast a ball of flame at a target dealing 2d8 fire damage on a failed Dex and half damage on a successful save. Creatures within a 10ft radius of target creature take 1d8 fire damage on failed Dex save or half damage on successful save.
- Blizzard*
Casting Time: 1 action
Range: 10ft radius, self centered
Duration: Instant
Cost: 4MP
Send a blast of frost and ice in a 10ft radius centered around you. On a failed Dex save, targets take 2d8 cold damage and have speed reduced by 10ft. This effect lasts till the end affected creature’s next turn. Successful saves take half damage and suffer no speed reduction.
- Thunder*
Casting Time: 1 action
Range: 10ft cone, self centered
Duration: Instant
Cost: 4MP
Send lightning arcing in a 10ft cone in front of you. On a failed Dex save targets take 2d8 lightning damage. Successful saves take half damage.
- Aero*
Casting Time: 1 action
Range: 10ft cone
Duration: Instant
Cost: 3MP
Winds start to form around, swirling into a small vortex that has the power to lift or push any creature in its wake. Any creature within a 10ft cone must make a DC Dex save throw or take 2d8 force damage and either 1d6 fall damage or 1d8 bludgeoning damage (if pushed into a structure) and becomes disoriented until the creature’s next turn. Succeeding a Dex save throw, creature takes half of all damage and remains oriented.
- Bio*
Casting Time: 1 action
Range: 20ft
Duration: Instant
Cost: 4MP
Gathering all the nearby toxic waste into a small orb, you launch it at your opponent, and they become ill. Target creature takes 2d8 poison damage upon failing a DC Dex save throw, otherwise takes half the damage on a successful save throw.
- Gravity*
Casting Time: 1 action
Range: 10ft
Duration: Instant
Cost: 8MP
Compressing your hands together, you condense the air and gravity inside to create a dense ball of gravity. Throwing this at the target creature bring pressure down upon them, reduceing their HP by 25% of their total HP (rounded down), upon failing a DC Dex save throw. If target creature is successful on the save throw, their HP is only reduced by 10% of their total HP. You can only cast this once every 2 days upon successful casting, otherwise can be used again after a long rest.
Basic Protective Elemancy[edit]
- Protect*
Casting Time: 1 action
Range: 30ft
Duration: 1 minute, concentration
Cost: 6MP
Envelop the target creature in a protective shield increasing AC by 2 for the duration.
- Shell*
Casting Time: 1 action
Range: 30ft
Duration: 1 minute, concentration
Cost: 6MP
Envelop the target creature in a spell protective shield. The target has advantage on the next spell save they make. This effect ends early when the affected creature makes a spell save.
Basic Status Elemancy[edit]
- Silence
Casting Time: 1 action
Range: 20ft
Duration: 1 round
Cost: 4MP
An invisible box forms around your opponent, allowing no noise to be emitted. For 1 round, target creature cannot cast any spells upon a failed DC Con save each turn. If successful, target creature is immune to Silence for 24 hours.
- Sleep
Casting Time: 1 action
Range: 20ft
Duration: 1 round
Cost: 5MP
A sweet lullaby is concerted into the minds of your opponents. Target creature is put to sleep for 1 round if failed a DC Con save each turn. If successful, target creature is immune to Sleep for 24 hours.
- Slow
Casting Time: 1 action
Range: 20ft
Duration: 1 round
Cost: 5MP
Time has started to pass by for your opponents at an incredibly slow pace. During 1 round, target creature’s movement speed is halved and has disadvantages on all reaction and saving throws, if failed a DC Con save each turn. Target creature is no longer slowed and regains normality and is immune to Slow for 24 hours if successful on saving throw.
- Berserk
Casting Time: 1 action
Range: Touch, self
Duration: 1 round
Cost: 8MP
A sudden rage buried deep inside has erupted into vast power and vulnerability. For 1 round, all damage attacks rolls given and received are doubled. For targets unwilling, must make a DC Con save each turn or stay succumbed to Berserk. A successful saving throw removes Berserk from target creature and is immune for 24 hours.
Improved Elemancy Spell List[edit]
Improved Healing Elemancy[edit]
- Arise
Casting Time: 1 action
Range: Touch, 30ft
Duration: Instant
Cost: 14MP
Instantly stabilizes a target creature of your choice by touching or casting at a distance. Target creature regains all lost HP upon stabilization.
- Cura*
Casting Time: 1 action
Range: 30ft, 10ft radius
Duration: Instant
Cost: 10MP
Heal target creature for 3d8 + spell attack modifier. Creatures of your choice within 10ft of the target are healed by half the amount the target was healed.
Improved Attack Elemancy[edit]
- Quakra*
Casting Time: 1 action
Range: 30ft radius, self
Duration: Instant
Cost: 13MP
The shockwaves you send into the earth are more severe than before, as structures start to shake a little. All target creatures must make a DC Dex save. Upon failure, target creature(s) take 4d8 damage and is prone until their next turn. Successful Dex save takes half damage but still becomes prone until its next turn.
- Fira*
Casting Time: 1 action
Range: 60ft, 20ft radius
Duration: Instant
Cost: 10MP
Cast a roaring ball of flame at a target within 60ft and at any creatures within a 20ft radius of target. On a failed Dex save, primary target takes 4d8 fire damage and takes an additional 2d8 fire damage at the end of their turn while any creatures within the 20ft radius take 2d8 fire damage and an additional 1d8 fire damage at the end of their turn. Successful saves take half damage and aren't burned. Burned creatures must pass a Dex save at the start of their turn to end the effect.
- Blizzara*
Casting Time: 1 action
Range: 15ft radius, self centered
Duration: Instant
Cost: 10MP
Send a blast of frost and ice in a 15 ft. radius centered around you. On a failed Dex save, targets take 4d8 cold damage and have speed reduced by 15ft as well as having their AC reduced by 2. Successful saves take half damage and suffer no speed or AC reduction. The stat reduction lasts until the end of the affected creature's next turn.
- Thundara*
Casting Time: 1 action
Range: 15ft cone, self centered
Duration: Instant
Cost: 10MP
Send lightning arcing in a 15ft cone in front of you. On a failed Dex save targets take 4d8 lightning damage and are shocked. While shocked, the affected creature cannot make a reaction. This lasts till the end of the creature's next turn. Successful saves take half damage and don’t suffer shock.
- Aerora*
Casting Time: 1 action
Range: 20ft cone
Duration: Instant
Cost: 8MP
Strong gusts of wind swirl around and engulf any creature within its vortex, raising them in the air or sending them flying away. Any creature within a 20ft cone from you must make a DC Dex save or receive 4d8 force damage and either 2d6 fall damage or 2d8 bludgeoning damage (if pushed into a structure) and becomes disoriented and prone until creatures next turn. Creatures take half all damage and doesn’t become disoriented and isn’t knocked prone if successful on DC Dex save throw.
- Biora*
Casting Time: 1 action
Range: 30ft, 10ft radius
Duration: Instant
Cost: 10MP
A large swamp of toxic waste starts to form around your opponent(s), making them sick and unable to move. Upon a failed DC Dex save, primary target creature takes 4d8 poison damage, reduces their movement speed by 10ft, and take 2d8 poison damage at the end of their turn while other creatures within 10ft radius take 2d8 poison damage and additional 1d8 poison damage at the end of their turns. A successful saving throw reduces damage taken by half, removes the extra end turn damage and the creature can move as normal.
- Gravira*
Casting Time: 1 action
Range: 20ft, 10ft radius
Duration: 1 round
Cost: 17MP
A ball of condensed gravity forms past your hands, growing to the size of your upper body. Unleashing this orb onto target creature and surrounding creatures, half of the target creatures total HP (rounded down) is lost and any surrounding creatures within a 10ft radius loses 25% of their total HP (rounded down) and become prone, if they fail a DC Dex save throw. If target creature succeeds Dex save throw, target creature loses 20% of their total HP and 10% of total HP for surrounding creatures and remains standing. You cannot cast this spell again for 4 days upon a successful casting, otherwise can be casted again after 2 days of long rests.
Improved Protective Elemancy[edit]
- Protega*
Casting Time: 1 action
Range: 30ft, 10ft radius
Duration: 1 minute, concentration
Cost: 15MP
Envelop the target and surrounding creatures of your choice with a protective shield increasing AC by 2 for the duration.
- Shellga*
Casting Time: 1 action
Range: 30ft, 10ft radius
Duration: 1 minute, concentration
Cost: 15MP
Envelop the target and surrounding creatures of your choice with a spell protecting shield. Affected creatures gain advantage on spell saves and gain resistance to spell damage.
- Manaward*
Casting Time: 1 action
Range: Touch
Duration: 1 round
Cost: 14MP
A warm, soft embracing invisible veil is casted around you or willing target creature, preventing magical damage from causing harm. For 1 round while Manaward is in effect, you or target creature only receive half damage for any magical attack dealt towards you.
Improved Status Elemancy[edit]
- Haste
Casting Time: 1 action
Range: Touch, 20ft
Duration: 1 round
Cost: 10MP
Time has started to move faster, and the actions of others appear to be moving slow, making reaction times faster. For 1 round, you or target creature of choice and willingness gains +2 to AC, +2 to initiative, doubled maximum movement speed, and has advantages on all saving throws.
- Double*
Casting Time: 1 action
Range: Touch, self, 20ft
Duration: 2 rounds
Cost: 20MP
The ability to perform more actions to end your conflicts has been bestowed upon you and your allies from the Gods. When casting on yourself or willing allies, you or your allies can perform another action on your/their turn until the end of your/their next turn.
- Confuse
Casting Time: 1 action
Range: Touch, 20ft
Duration: 1 round
Cost: 15MP
A wave of disorientation has surrounded your opponent, causing them to be completely confused. For 1 round, target creature has disadvantage on all rolls and cannot distinguish friend from foe. Target creature must make a DC Con save each turn in order to avoid confusion and upon success, is immune to Confuse for 24 hours.
- Dispel
Casting Time: 1 action
Range: Touch, self, 20ft
Duration: Instant
Cost: 14MP
With a strong magical essence from your hands, removing any effects anywhere becomes child’s play. When placing hand on self or target creature or casting within 20ft, any magical effects, buffs or de-buffs are instantly removed.
Ultimate Elemancy Spell List[edit]
Ultimate Healing Elemancy[edit]
- HP Regen
Casting Time: 1 action
Range: Touch, self, 30ft
Duration: Instant and 1 round
Cost: 8MP
Cast a regenerative healing spell upon yourself or any target creature of your choice within 30ft. Target creature regains 3d6 HP upon casting and regains 1d6 HP at the end of every turn for 1 round. This spell cannot be used multiple times to stack effects.
- Curaga*
Casting Time: 1 action
Range: 30ft, 15ft radius
Duration: Instant
Cost: 20MP
Heal the target creature for 4d8 + spell attack modifier. Creatures of your choice within 15ft of the target are healed by half the amount the target was healed.
Ultimate Attack Elemancy[edit]
- Quaga*
Casting Time: 1 action
Range: 50ft radius, self
Duration: Instant
Cost: 22
Buildings and other structures topple at the massive power behind your shockwaves. Every creature within a 50ft radius must make a DC Dex save. Upon Dex failure, creature(s) take 6d8 damage, is proned until its next turn and takes 3d8 damage from fallen structure. Successful Dex saves takes half damage but still becomes prone until its next turn.
- Firaga*
Casting Time: 1 action
Range: 60ft, 20ft radius
Duration: Instant
Cost: 20MP
Cast an eruption of flame at a target within 60ft and any creatures(s) within 20ft of target creature. On a failed Dex save, the target creature takes 6d8 fire damage and takes an additional 3d8 fire damage at the end of their turn while creatures within a 20ft radius take 4d8 fire damage and 2d8 fire damage at the end of their turn. Successful saves take half damage and aren't burned. Burned creatures must pass a Dex save at the start of their turn to end the effect.
- Blizzaga*
Casting Time: 1 action
Range: 20ft radius, self centered
Duration: Instant
Cost: 20MP
Unleash a blast of frost and ice in a 20ft radius centered around you. On a failed Dex save, creatures in the radius take 6d8 cold damage and have speed reduced by 20ft as well as having their AC reduced by 2. Successful saves take half damage and suffer no speed or AC reduction. The stat reduction lasts until the end of the affected creature's next turn.
- Thundaga*
Casting Time: 1 action
Range: 25ft cone, self centered
Duration: Instant, 1 round
Cost: 20MP
Send lightning arcing in a 25ft cone in front of you. On a fail Dex save, targets take 6d8 lightning damage and are stunned for 1 round. While shocked, the affected creature cannot make a reaction. This lasts till the end of the creature's next turn. Successful saves take half damage and don’t suffer shock.
- Aeroga*
Casting Time: 1 action
Range: 30ft cone
Duration: Instant
Cost: 15MP
Strong vortexed winds envelope your opponents with such force, lifting or pushing them in any direction of choice. Target creature(s) must make a DC Dex save or is lifted or pushed 20ft and receives 6d8 force damage and either 3d6 fall damage or 3d8 bludgeoning damage (if pushed into a structure) and is disoriented, prone and confused until the creature’s next turn. Target creature(s) takes half of all damage received and remains focused and standing upon a successful Dex saving throw.
- Bioga*
Casting Time: 1 action
Range: 40ft, 20ft radius
Duration: Instant
Cost: 21MP
Thick, liquid toxic wastes erupt from the earth around target creature and surrounding creatures, making life unbearable. Upon a failed DC Dex save, target creature takes 6d8 poison damage, 3d8 poison damage at the end of their turn, and has their speed reduced by half while surrounding creatures within a 20ft radius take 4d8 poison damage and 2d8 poison damage at the end of their turn. Succeeding a DC Dex save, target creature takes half damage, removes end turn damage, and doesn’t receive speed reduction.
- Graviga*
Casting Time: 1 action
Range: 30ft, 15ft radius
Duration: Instant
Cost: 24MP
Condensed gravity forms into a sphere shape and is launched at your opponent and those around them. On a failed DC Dex save, target creatures HP is reduced by 75% of their total HP (round down) and is knocked prone until the creature’s next turn while surrounding creatures HP is reduced by 50% of their total HP (rounded down) and knocked prone until end of their next turn. A successful save only reduces their HP by 30% of their total HP for target creature and 15% for surrounding creature(s) and remains stable on their feet. You cannot use this spell again for another 7 days upon successful casting, otherwise can be used after 4 days of long rests.
Ultimate Protective Elemancy[edit]
- Reflect
Casting Time: 1 action
Range: Touch, Self, 20ft radius
Duration: 1 turn
Cost: 15MP
A Multi-colored barrier of energy swirls around you or willing target creature, focusing on any external impact and reflects it back to where it came from. For 1 turn, you or target creature and any creature of choice within 20ft of Reflect being casted is protected from any magical or ranged attacks, regardless of severity or direction and returns any projectile magical and ranged attacks back to the caster of the spell or ranged attacker.
- Manawall*
Casting Time: 1 action, concentration
Range: Touch, self, 10ft radius from target
Duration: 1 round
Cost: 20MP
A magical barrier is casted around you or willing target creature, protecting from incoming damage. For 1 round while Manawall is in effect, all creatures of choice within 10ft of casted upon creature only receive half damage for all damage types taken.
Ultimate Status Elemancy[edit]
- Stop
Casting Time: 1 action
Range: 20ft
Duration: 1 round
Cost: 20MP
With a singular cast, time halts for a brief moment while the rest of the world carries on. Upon casting towards target creature, target creature must make a DC Con saving throw each turn or time continues to be stopped for them for 1 round, skipping only the target creatures next turn, has no reactions, cannot make any saving throws and other creatures have advantages on attack rolls on stopped creature. If target creature succeeds on the saving throw, time resumes as normal and is immune to Stop for 24 hours.
- Triple*
Casting Time: 1 action
Range: Touch, Self, 30ft
Duration: 2 rounds
Cost: 30MP
The urgency to vanish all your and your allies foes have been recognized by the Gods and further blessings have been bestowed. Casting onto self or willing allies, you or your ally gain 2 additional actions on their turn until the end of their next turn.
- Death
Casting Time: 1 full round
Range: Touch
Duration: Instant
Cost: All MP
Unbeknownst to others or even the Gods themselves, the ability to wield over life itself has been given to you, but at a cost. When touching an unwilling creature, target creature must meet or exceed a DC Con save or perishes, regardless of their stature. However, once successfully casted, your total HP and MP are forever reduced by 50% and you cannot perform any actions for the remainder of the fight. Upon a successful DC Con save, target creature takes 10d8 damage, cannot cast spells for 1 round, and is immune to your Death spell and you take 5d8 damage, lose 10% of total HP and MP forever, cannot perform any actions for 3 rounds and cannot use Death spell for 7 days. If your HP is reduced to 0 in react to this spell, you remain unconscious but do not have to perform death saves.
- MP Regen
Casting Time: 1 action
Range: Self
Duration: Instant, 2 rounds, stackable (x3 max)
Cost: 20MP
Waves of magical energy flow back into you, replenishing the magical depletion you gained during the fight. Upon casting, you regain 20MP and regenerate 5MP per turn for 2 rounds. You can only recast this spell after 1 round has elapsed, allowing the spell to stack, and can only be casted/stacked up to 3 times in a row. If stacking, you do not regain the 20MP upon casting, just the 5MP regeneration. You cannot exceed your max amount when casted.
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