Dominant (5e Class)

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Dominant[edit]

Chosen by the Gods[edit]

Creating a Dominant[edit]

Final-Fantasy-16-Clive-Rosfield.jpg
The Fearsome Dominant of Fire
Quick Build

You can make a Dominant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength, Dexterity, or Constitution. Second, choose the Haunted One background.

Class Features

As a Dominant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dominant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dominant level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: All Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose Three

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) studded leather armor or (b) half plate armor
  • (a) an explorer's pack or (b) a dungeoneer's pack

Table: The Dominant

Level Proficiency
Bonus
Features Channel Aether Eikonic Feats Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Channel Aether 1 0 0
2nd +2 Spellcasting, Eikon 1 0 2 2
3rd +2 Eikonic Feats 1 2 2 3
4th +2 Ability Score Improvement 1 2 2 3
5th +3 Extra Attack, Magical Burst 1 2 2 4 2
6th +3 Eikon Feature 2 3 2 4 2
7th +3 Evasion 2 3 2 4 3
8th +3 Ability Score Improvement 2 3 2 4 3
9th +4 2 4 2 4 3 2
10th +4 Eikon Feature 2 4 3 4 3 2
11th +4 Nexus Flow 3 4 3 4 3 3
12th +4 Ability Score Improvement 3 4 3 4 3 3
13th +5 3 5 3 4 3 3 1
14th +5 Unshakeable Resolve 3 5 4 4 3 3 1
15th +5 Eikon Feature 3 5 4 4 3 3 2
16th +5 Ability Score Improvement 4 5 4 4 3 3 2
17th +6 4 6 4 4 3 3 3 1
18th +6 Mortal Perseverance 4 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 6 4 4 3 3 3 2
20th +6 Eikon Feature 4 6 4 4 3 3 3 2

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting. You have blindsight with a range of 10ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5ft of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Channel Aether[edit]

The mystical aether that moves through all creation can be harnessed to augment your magic. You begin with one use of this feature, and gain more as you level up in this class, as shown in the Dominant Table. Once you expend the listed number of uses, you must finish a short or long rest, at which point you regain all uses of this feature.

When you cast a spell, you can choose to expend a use of Channel Aether (no action required) and apply its effects. You can only apply Channel Aether once per spell casting.

You start by mastering one method for Channel Aether and learn another at 6th, 10th, and 16th level.

You may choose from any of the following Channel Aether options:

  • Flood. When cast a spell of a level equal to or lower than 1/4 your Dominant level, you can cast it without expending a spell slot.
  • Multi-Stream. When you cast a spell that requires a saving throw, you can change the type of saving throw that is inflicted on the affect creatures.
  • Overflow. When you cast a spell that deals damage, you can treat any roll of 1 as a 2.
  • Quick Charge. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Spellcasting[edit]

By 2nd level, you have grasp the reigns of magical power that spring forth from the Eikon that resides within.

Preparing and Casting Spells

The Dominant table shows how many spell slots you have to cast your Dominant spells. To cast one of your Dominant 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 long rest.

You prepare the list of Dominant spells that are available for you to cast, choosing from the Dominant spell list. When you do so, choose a number of Dominant spells equal to your Wisdom modifier + half your Dominant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Dominant, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Dominant spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Cantrips (0-Level Spells)

At 2nd level, you know two cantrips of your choice from the Dominant spell list. At higher levels, you learn additional Dominant cantrips of your choice, as shown in the Cantrips Known column of the Dominant table.

Spellcasting Ability

Wisdom is your spellcasting ability for your Dominant spells, since their power derives from the strength of your will, and your ability to harness gifted power of the Eikon. 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 Dominant 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

Innate Casting

The Eikon within allows you to use your own body as a focus for your Dominant spells. You can still use a normal focus if you wish.

Ritual Casting

You can cast any Dominant spell you know as a ritual if that spell has the ritual tag.

Eikon[edit]

When you reach 2nd level, the power of the Eikon that dwells within you awakens. Its power is both magnificent and terrifying, and the more you come to master that power, the more of a force you will become, rather than a mere mortal. Your Eikon grants you features at 2nd level and again at 6th, 10th, 15th, and 20th level.

Eikonic Feats[edit]

Through your training and experiences, the power of the Eikons and the aether that flows through you, have merged and manifested into special powers. These powers are called Eikonic Feats. Some are tied to specific Eikons, where as others can be brought forth by any Dominant.

At 3rd level, you gain two Eikonic Feats. When you reach certain levels as a Dominiant, more Feats will manifest, as shown in the Eikonic Feats column of the Dominant Table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Eikonic Feats you know and replace it with another one that you could learn at that level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aetheral Versatility[edit]

When you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's spellcasting feature with another cantrip from the Dominant spell list, representing your ever evolving power.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magical Burst[edit]

Also at 5th level, you learn to effortlessly weave your martial capabilities with your arcane prowess. When you take the attack action on your turn, you can replace one of your attacks with a cantrip.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Nexus Flow[edit]

At 11th level, you establish a connection to the point where all aether converges. When you prepare your Dominant spells at the end of a long rest, you can choose a number of those spells equal to your Wisdom modifier to be from any class spell list.

Unshakeable Resolve[edit]

When you reach 14th level, the strength of your will becomes unbreakable. You gain proficiency in Wisdom saving throws. In addition, you are immune to being charmed or possessed.

Mortal Perseverance[edit]

Beginning at 18th level, your mastery of aether becomes unstoppable. Dominant spells you cast cannot be countered.

Eikon of Darkness[edit]

Eikon Spells

At 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Darkness Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Darkness Spells
Dominant Level Spells
2nd Toll the Dead, Arms of Hadar, Compelled Duel
5th Darkness, Shadow Blade
9th Fear, Summon Shadowspawn
13th Blight, Shadow of Moil
17th Synaptic Static, Telekinesis
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The menacing Odin grants mastery of the blade.

You can use a bonus action to Semi-Prime, which lasts for 1 minutes. It ends early if you fall unconscious or die. You can also dismiss it at any time (no action required).

When you Semi-Prime, choose one melee weapon you are wielding. The chosen weapon is bathed in aether and gains the following benefits while you are Semi-Primed:

  • The weapon can use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls made with the weapon.
  • The weapon gains an additional 5ft of reach.
  • The weapon can deal necrotic damage instead of its normal damage type.
Heaven's Cloud

At 6th level, the darkness and despair that falls from your blade grants you a path to advance. Whenever you hit a creature with the weapon enhanced by your Semi-Prime, you can teleport to an unoccupied space you can see within 10ft.

Dancing Steel

At at 10th level,

Warden of Darkness

When you reach 20th level, you have mastered the power of your Eikon and can unleash their true form with full control.

Eikon of Fire[edit]

Eikon Spells

At 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Fire Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Fire Spells
Dominant Level Spells
2nd '
5th '
9th '
13th '
17th '
Semi Prime
Warden of Fire

Eikon of Ice[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Ice Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Ice Spells
Dominant Level Spells
2nd Ray of Frost, Armor of Agathys, Frost Fingers
5th Rime's Binding Ice, Snilloc's Snowball Swarm
9th Sleet Storm, Wall of Water
13th Control Water, Ice Storm
17th Cone of Cold, Hold Monster
Semi-Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The graceful Shiva grants control over the battlefield.

You can use a bonus action to Semi-Prime, which lasts for 1 minutes. It ends early if you fall unconscious or die. You can also dismiss it at any time (no action required).

While Semi-Primed, you gain the following benefits:

  • You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
  • When a creature moves within 5ft of you, you can use your reaction to move up to your movement speed without provoking opportunity attack.
  • You emit a 10ft aura that causes creatures of your choice to take 1d8 cold damage for every 5ft they move within the aura.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mesmerizing Ice

At 6th level, you can conjure beautiful icy beacons of defense. You can use a bonus action to expend a spell a slot of 2nd level or higher to create a crystal. Each crystal occupies 5ft and emits a 10ft aura that has the same effects as your Semi-Primed aura. Each crystal has an AC of 10 plus your Wisdom modifier, and a number of Hit Points equal to 10 plus your Dominant level. You can only have two crystals active at the same time. When you enter Semi-Prime, you can freely create two crystal at points you can see within 30ft. You can also use a bonus action to move one crystal up to 20ft.

Ice Age

At 10th level, the temperature around you plummets, making confrontation with you unbearable. The range of which creatures take damage for moving around you while Semi-Primed increases to 20ft. In addition, whenever a creature ends their turn within that range, you can deal 1d8 cold to them and reduce their reduce their speed by 10ft until the start of your next turn.

Frigid Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, you are put under the effects of Investiture of Ice without requiring concentration. In addition, you can use the repeatable blast attack of the spell with your bonus action, and the aura of difficult terrain increases to 20ft.

Warden of Ice

When you reach 20th level, you have mastered the power of your Eikon and can unleash their true form with full control.

Eikon of Light[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Light Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Light Spells
Dominant Level Spells
2nd Sacred Flame, Guiding Bolt, Heroism
5th Dragon's Breath, Moonbeam
9th Beacon of Hope, Fly
13th Guardian of Faith, Sickening Radiance
17th Dawn, Wall of Light
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The brilliant Bahamut grants you destructive abilities.

You can use a bonus action to Semi-Prime, which lasts for 1 minutes. It ends early if you fall unconscious or die. You can also dismiss it at any time (no action required).

When you Semi-Prime and at the end of each of your turns, you gain 1 flare point. You gain an additional flare point each time an attack from a hostile creature misses you. You can have a maximum number of flare points equal to your proficiency bonus. Each time you are hit by an attack, you lose 1 flare point, but cannot have less than 1.

When you Semi-Prime and at the start of each of your turns, you can deal a number of d8's radiant damage equal to the number of flare points you have, to any creatures of your choice within 20ft.

Light's Impulse

At 6th level, the undying light burns brighter within you. Once per turn, when you hit a creature with an attack, you gain 1 flare point.

Satellite

At 10th level, your righteous fury deters attackers. For each flare point you have, you gain a +1 bonus to saving throws.

Shining Form

Beginning at 15th level, Bahamut's power shines through the darkest moments. When Semi-Primed, you gain immunity to radiant damage, resistance to necrotic damage, and you are put under the effects of Draconic Transformation without requiring concentration. When you exude the breath weapon, you can choose to deal radiant damage instead of force.

Warden of Light

When you reach 20th level, you have mastered the power of your Eikon and can unleash their true form with full control.

Eikon of Stone[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Stone Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Stone Spells
Dominant Level Spells
2nd '
5th '
9th '
13th '
17th '
Semi Prime
Warden of Stone

Eikon of Wind[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Wind Spells table. These spells count as Dominant spells for you, but they don’t count against the number of Dominant spells you prepare.

Eikon of Wind Spells
Dominant Level Spells
2nd '
5th '
9th '
13th '
17th '
Semi Prime
Warden of Wind

Eikonic Feats List[edit]

Elemental Wrath

Choose fire, cold, lightning, necrotic, or radiant damage. Once per turn, when you roll to deal damage of the chosen type, you can add your Wisdom modifier to the total damage.

Phoenix Shift

Prerequisite: 6th Level, Eikon of Fire

You can downcast Misty Step to be a 1st level spell. When you do so, the distance of the teleport becomes 15ft. In addition, whenever you cast Misty Step, you have advantage on the next attack roll you make before the end of the turn.

Precision Dodge

Prerequisite: 6th Level

When a creature misses you with an attack roll, or when you succeed a Dexterity saving throw, you can make a single melee weapon attack against the creature that triggered this effect, if they are within range.

Dominant Spell List[edit]

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

Cantrips

Chill Touch, Control Flames, Create Bonfire, Eldritch Blast, Fire Bolt, Frostbite, Green-Flame Blade, Gust, Light, Lightning Lure, Mage Hand, Magic Stone, Message, Mold Earth, Prestidigitation, Produce Flame, Ray of Frost, Resistance, Sacred Flame, Shocking Grasp, Spare the Dying, Sword Burst, Thaumaturgy, Thunderclap, Toll of the Dead, True Strike, Word of Radiance

1st Level

Absorb Elements, Animal Friendship, Beast Bond, Burning Hands, Catapult, Ceremony, Chaos Bolt, Chromatic Orb, Command, Compelled Duel, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Divine Favor, Earth Tremor, Ensnaring Strike, Entangle, Expeditious Retreat, Feather Fall, Find Familiar, Fog Cloud, Frost Fingers, Gift of Alacrity, Guiding Bolt, Healing Word, Hellish Rebuke, Heroism, Ice Knife, Inflict Wounds, Jim's Magic Missile, Jump, Longstrider, Magic Missile, Protection from Evil and Good, Sanctuary, Searing Smite, Shield, Shield of Faith, Speak with Animals, Unseen Servant, Wrathful Smite, Zephyr Strike

2nd Level

Aganazzar's Scorcher, Alter Self, Animal Messenger, Augury, Blur, Borrowed Knowledge, Branding Smite, Continual Flame, Crown of Madness, Dragon's Breath, Dust Devil, Earthbind, Enhance Ability, Find Steed, Flame Blade, Flaming Sphere, Flock of Familiars, Gust of Wind, Heat Metal, Hold Person, Kinetic Jaunt, Lesser Restoration, Levitate, Locate Animals or Plants, Magic Weapon, Maximilian's Earthen Grasp, Misty Step, Moonbeam, Prayer of Healing, Pyrotechnics, Rime's Binding Ice, Scorching Ray, Shadow Blade, Skywrite, Snilloc's Snowball Swarm, Spike Growth, Spiritual Weapon, Summon Beast, Wither and Bloom

3rd Level

Ashardalon's Stride, Beacon of Hope, Blinding Smite, Blink, Call Lightning, Conjure Animals, Crusader's Mantle. Daylight, Dispel Magic, Elemental Weapon, Erupting Earth, Fireball, Fly, Gaseous Form, Haste, Life Transference, Lightning Bolt, Magic Circle, Mass Healing, Meld into Stone, Melf's Minute Meteors, Motivational Speech, Phantom Steed, Plant Growth, Protection from Energy, Pulse Wave, Sending, Sleet Storm, Spirit Guardians, Spirit Shroud, Summon Fey, Summon Lesser Demon, Summon Shadowspawn, Tidal Wave, Tiny Servant, Wall of Sand, Wall of Water, Wind Wall

4th Level

Banishment, Blight, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Death Ward, Elemental Bane, Find Greater Steed, Fire Shield, Freedom of Movement, Galder's Speedy Courier, Giant Insect, Grasping Vine, Gravity Sinkhole, Guardian of Faith, Guardian of Nature, Ice Storm, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere, Sickening Radiance, Staggering Smite, Stoneshape, Stoneskin, Storm Sphere, Summon Aberration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere

5th Level

Antilife Shell, Banishing Smite, Bigby's Hand, Circle of Power, Cone of Cold, Conjure Elemental, Control Wind, Dawn, Destructive Wave, Dispel Evil and Good, Enervation, Far Step, Flame Strike, Greater Restoration, Holy Weapon, Immolation, Infernal Calling, Legend Lore, Maelstrom, Mass Cure Wounds, Negative Energy Flow, Steel Wind Strike, Summon Celestial, Summon Draconic Spirit, Teleportation Circle, Transmute Rock, Wall of Force, Wall of Light, Wall of Stone, Wrath of Nature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dominant class, you must meet these prerequisites: 13 Wisdom

Proficiencies. When you multiclass into the Dominant class, you gain the following proficiencies: Light Armor and All Weapons

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