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 Dominant Convergence 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 Aether Surge 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 Aether Regeneration 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]

At first level, 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 3rd, 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.

Aetherial 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.

Dominant Convergence[edit]

At 9th level, should you meet another Dominant and defeat them in battle or they willingly give it to you, you take their 10th level ability from their Eikon. They regain the ability upon either defeating you in combat or should you take another 10th level Eikon ability.

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.

Aether Surge[edit]

At 13th level, you can force the aether in the environment to obey your commands without hesitation though at a toll to you. Once per long rest, you can fully recover all Channel Aether points at the cost of either 3d6 health or a point of exhaustion.

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.

Aether Regeneration[edit]

Beginning at 17th level, the magic pumping through you starts to heal most wounds over time, each round you regain 5d6 Hitpoints, though should you be knocked unconscious this effect ends until you take a long rest.

Mortal Perseverance[edit]

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

Eikon of Hellfire[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Hellfire 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 Hellfire Spells
Dominant Level Spells
2nd Control Flames, Burning Hands, Hellish Rebuke
5th Aganazzar's Scorcher, Continual Flame
9th Fireball, Summon Lesser Demon
13th Fire Shield, Summon Greater Demon
17th Flame Strike, Immolation
Semi-Prime

Starting at 3rd level, you conjure forth a visage of the Eikon inside you. The hellish Ifrit grants immolation to all.

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 gain Immunity to Fire damage.
  • Any time you deal Fire Damage, you deal an additional 1d6 Fire damage.
  • You gain an additional 15ft of movement

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.

Mad Rush

At 6th level, you can empower you and your party with wild and untempered flame. As an bonus action while semi-primed, you can afflict your entire party with the Berserk status. In exchange, your party is also put under the effects of the Haste spell, and give each of your party members a +2 to their AC.

Hellfire

At 10th level, as an action while semi-primed, you can make a massive ball of hellfire and launch it at a target within 30ft. Make a ranged spell attack, and deal 8d10 Fire damage on a successful hit, and make each creature within 10ft of the point of impact make a dexterity saving throw. On a a failure, deal 4d10 Fire damage, and on a success, deal half. Upon use, you must take a long rest before being able to do so again.

Infernal 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 Flame without requiring concentration. In addition, you now absorb Fire damage, and can use Hellfire as a bonus action instead of a bonus action, and can use it up to three times instead of once.

Warden of Hellfire

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

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.

Diamond Dust

At 10th level, as an action while Semi-Primed you can force temperatures in a direction near you to reach absolute zero for a brief moment. Choose a direction and make a 20ft cone in that direction, each creature within that cone must make a strength saving throw. On a failure, deal 6d10 Cold damage, and freeze each of those creatures. On a success, deal half damage and the creatures do not become frozen.

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, whenever a creature ends their turn within that range, you can deal 1d8 cold to them and reduce their speed by 10ft until the start of your next turn, and you become capable of using Diamond Dust three times instead of once per long rest.

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 Lightning[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Lightning 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 Lightning Spells
Dominant Level Spells
2nd Shocking Grasp, Absorb Elements, Chromatic Orb
5th Augury, Borrowed Knowledge
9th Counterspell, Lightning Bolt
13th Elemental Bane, Resilient Sphere
17th Geas, Scrying
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The wise Ramuh grants lightning and wisdom that beggars belief.

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:

  • While wielding a staff, you deal an extra 1d6 lightning damage when making attacks or casting spells with this weapon.
  • You can teleport to the nearest unoccupied spot within 10ft of you.
  • You gain one additional spellslot.

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.

Wisdom of the Ancient

At 6th level, while semi primed, Ramuh's accumulated knowledge flows into you. As a bonus action once per long rest gain one additional spellslot of your highest level, at your current level.

Judgement Bolt

At 10th level, while semi primed, you can fully harness Ramuh's power for a singular, brief moment. Teleporting 35ft into sky, you choose a point within range, launching a staff of pure electrical and magical power at a point within 50ft, which blasts outwards upon impact. Make a ranged attack roll, dealing 8d10 Lighting damage on a hit if you target a creature otherwise everything within a 15ft range makes a Dexterity saving throw. On a failure those creatures take 5d10 Lighting damage or half as much on a failure. Once you use this ability, you must take a long rest to do so again.

Cloudburst Form

Beginning at 15th level, lightning rumbles and crackles from your sheer presence, announcing your arrival to all. While semi primed, you are put under the effects of Investiture of Lightning without requiring concentration, you can regain three of your spellslots once per long rest, and use Judgement Bolt three times instead of once.

Warden of Lightning

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 Mold Earth, Earth Tremor, Entangle
5th Dust Devil, Maximilian's Earthen Grasp
9th Erupting Earth, Meld into Stone
13th Summon Elemental, Stoneskin
17th Transmute Rock, Conjure Elemental
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The monolithic Titan grants you the ability to shape the land as you see fit.

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 gain resistance to all nonmagical bludgeoning, slashing, and piercing damage.
  • You lose 10ft of movement speed but gain +2 to your AC.
  • You deal an additional damage die when using unarmed strikes.

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.

Stoneskin

At 6th level while Semi-Primed, when being attacked, as a reaction you can improve your AC by 5 for that attack. You may do this a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Gaia's Wrath

At 10th level while Semi-Primed, your rage grows against all who dare to harm Mother Gaia. You choose a area with a radius of 40ft. The ground in the area is destroyed forcing every creature within range on the ground to make a Dexterity saving throw. On a failure they are knocked prone and take 5d10 Bludgeoning damage. Any nonmagical structures are toppled, and magical structures take double damage. any creatures within the range of the toppled buildings take an additional 3d8 bludgeoning damage from the rubble. You can do this ability once per long rest.

Rupturing Form

Beginning at 15th level, Gaia surges to support you, improving your Semi Primed form. You gained immunity to nonmagical damage, lose an additional 10ft of movement; however you gain an additional 3 AC. And lastly you gain an additional damage die on your unarmed strikes.

Warden of Stone

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

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 Gust, Zephyr Strike, Feather Fall
5th Gust of Wind, Misty Step
9th Fly, Gaseous Form
13th Summon Elemental, Storm Sphere
17th Control Wind, Steel Wind Strike
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The winged Garuda grants you wings to soar over the battlefield as your dominion.

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 sprout a pair of wings that give you a flying speed of 30ft.
  • you gain one additional bonus action and reaction.
  • your ranged attacks gain an additional 15ft of normal and long range.

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.

Tempest Steps

At 6th level, while semi primed you don't provoke attacks of opportunity while moving, as you are as fast as the wind and as hard to hit.

Aerial Blast

At 10th level, while semi primed you can conjure a massive blast of wind to maim and rend your enemies. Make a ranged spell attack against a target. On a hit that target takes 7d10 slashing damage, and is pushed back 1d8 squares away from you.

Maelstrom Form

Beginning at 15th level, the heavens howl and come calling at your beckoning. While semi primed, you are put under the effects of Investiture of Wind without requiring concentration, you sprout a secondary set of wings allowing for an additional 30ft of movement, and anything within your swirling wind cube that fails the saving throw by more than 5 results in a critical failure for them.

Warden of Wind

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

Eikon of War[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of War 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 War 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 3rd 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 sword 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.

Zantetsuken

At 10th level, you've attained a new level of mastery with your blade, and cleave a creature in twain with a single strike. As part of your attack action while semi-primed, you force a creature with range of your Aether blade to make a Constitution saving throw. On a failure the creature is instantly killed if the creature can be. Once you use this ability, you must take a long rest to do so again.

Carnage Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, your aether blade ignores resistance, immunity and absorption to whatever damage type it uses when striking. As your attack action while semi-primed, you may make basic melee attacks with your aether covered weapon until you fail to land an attack or there are no targets within reach on a creature within range of your blade. After using this ability you must take a long rest to do use it again. Lastly, you gain an additional 5ft of reach on your Aether weapon.

Warden of War

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.

Megaflare

At 10th level, While Semi-Primed, as an action and by consuming all of your flare points, you can choose a point within 40ft, make each creature within a 20ft radius of impact make a Dexterity saving throw. each creature that fails the saving throw takes double your flare point as that much radiant damage done as its maximum damage.

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 Metal[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Metal 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 Metal Spells
Dominant Level Spells
2nd Rainbow Wind, Missile, Flamethrower
5th Rocket Punch, Mustard Bomb
9th Atomic Ray, Encircle
13th Earthshaker, Blaster
17th Maelstrom, Mighty Guard
Semi Prime

Starting at 2nd level, you conjure forth a visage of the Eikon inside you. The Unyielding Omega grants obedience over the battlefield. You can use a bonus action to Semi-Prime, which lasts for 1 minute. It ends early if you fall unconscious or die. You can also dismiss it at any time (no action required). 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.

While Semi-Primed, you gain the following benefits:

  • You have advantage on any attacks that attempt to target your soul.
  • Omega will perform a followup attack on any attacks you make, albeit in a weaker state(Subtract 4 damage die from whatever it rolls.)
  • You either gain Omega’s absorption of either Radiant or Necrotic damage or Omega’s immunity to Psychic damage, which must be declared at the start of the semi-prime and cannot be changed during it.
Evolving Machine

At 6th level, Omega begins functioning separately from its Dominant to assist them. With a radius of 120ft, the Dominant is capable of sensing and seeing the position of any creatures or objects of interest. In addition Omega gives general information on anything within range if prompted by the Dominant.

Wave Cannon

At 10th level, you gain the ability to fire Omega’s Wave Cannon as an action while Semi-Primed. This Wave Cannon has a range of 75ft, 5ft line and deals 8d10 Force Damage. The DC for this is the same as your spellcasting save DC.

Arbiter Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, Omega’s follow up attacks are at their full power, albeit with a smaller range (subtract 15ft of range from any of its abilities), You gain absorption to Radiant and Necrotic damage, as well as immunity to Psychic damage, and you gain the effects of Omega’s Immutable Form..

Warden of Metal

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

Eikon of Darkness[edit]

Eikon Spells

At 2nd 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 3rd level, you conjure forth a visage of the Eikon inside you. The Dread Diabolos grants fear and hopelessness to whoever you please.

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:

  • You generate an Aura with a radius of 30ft. When hostile creatures enter or end their turn within the radius of your Aura, they must make a wisdom saving throw. On a failure the creature becomes frightened and silenced for the next 1d4 rounds. They can repeat this saving throw at the end of each of their turns to end the effect.
  • Anytime you attempt to apply conditions, you can apply an additional mental condition of your choice. The condition is only applied if your original condition is applied.
  • You sprout a pair of black and red demonic wings and gain a fly speed of 30ft.
Sin Harvest

At 6th level, Any time you apply a condition, either you regain 2d12 hitpoints or gain advantage on your next roll, which does not stack multiple times

Dark Messenger

At 10th level, Once per long rest, you can conjure a massive ball of condensed dark gravity and hurl it at your enemy to crush their moral and vitality. Choose a point within 40ft. Every creature of a size category equal to or smaller than yours must make a Constitution saving throw or have their hitpoints reduced by half of their maximum hitpoints.

Abyssal Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, any conditions you attempt to apply now completely ignore immunity, unless otherwise specified, and if a creature fails your aura saving throw, their hitpoints are also reduced by a tenth of their maximum hitpoints. You gain an additional 30ft of flight speed and can hover.

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 Water[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Water 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 Water 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 3rd level, you conjure forth a visage of the Eikon inside you. Leviathan grants command of all of the oceans, washing away all of your foes.

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:

  • You sprout fins and leviathan tail and can breathe underwater, as well as gain 30ft of swim speed.
  • You gain resistance to cold, fire, and acid damage, however you do gain a vulnerability to lightning damage.
  • anytime you apply points of exhaustion, flip a coin and call it. If you successfully call the coin-flip that creature must make a Constitution saving throw, and if they fail, you apply another point of exhaustion.
Turning the Tide

At 6th level, while in an area the water level around you cannot be reduced, and you can increase the water level within a 100ft radius by 15ft, and while in water you gain advantage on skill checks, saving throws, and attack rolls.

Tsunami

At 10th level, You call a Colossal wave to wash away your enemies and flush them out. Choose a cone with a range of 60ft, height of 60ft and angle of 90 degrees. Every hostile creature caught within the range, must make a Constitution saving throw. On a failure they take 6d12 Cold and 4d10 Bludgeoning damage, and are flung to end of wave, following its path. You can only use this once per long rest.

High Tide Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, You gain an additional 60ft of swim speed, and instead of resistance, you gain immunity to the aforementioned damage types. You also are able to use Tsunami three times instead of once per long rest.

Warden of Water

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

Eikon of Rebirth[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Rebirth 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 Rebirth 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 3rd level, you conjure forth a visage of the Eikon inside you. The Grand Phoenix grants life and allows you to keep your allies alive for far longer.

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:

  • You regain 2d12 at the start of each of your turns
  • A pair of wings sprout from your back giving you a flight speed of 30ft.
  • You gain 30ft of darkvision.
Endless Stamina

At 6th level, When you avoid a weapon attack, or succeed a saving throw, regain five hitpoints per instance.

Rebirth Flame

At 10th level, while Semi-Primed, once per long rest you can cause the Flames of Rebirth burst forth. Every hostile creature within 40ft must make a charisma saving throw, and upon a failure they take 5d6 Radiant and 8d4 Fire damage. Any creatures you consider allies regain all lost hitpoints if they are within the range of the ability.

Rebirth Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, your hitpoint regeneration cannot be prevented, dispelled, mitigated, or cancelled by any source: mortal, divine, or beyond. The first three times per long rest, should you reach zero hitpoints, you trigger Rebirth Flame and regain all hitpoints. And lastly, whenever you cast a spell that heals hitpoints or conditions, double the effect.

Warden of Rebirth

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

Eikon of Aegis[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Aegis 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 Aegis 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 3rd level, you conjure forth a visage of the Eikon inside you. The Hidden Carbuncle grants defense and safety to you and your allies.

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, you gain the following effects

  • Whenever you cast a protective spell, the range for the spell doubles, and the effect lasts for an additional turn.
  • You gain advantage on saving throws against spells and magical effects.
  • You can cast Misty Step innately with no cost twice per long rest.
Hidden Light

At 6th level, you count as one size category smaller, making enemies roll with disadvantage to attack you or detect you while in stealth.

Ruby light

At 10th level, as an action, you can cast Ruby Light on all willing creatures within visual range. Any spells or magical effects cast on those creatures are reflected on any nearby creatures.

Jeweled Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, any Light you cast has its effects triple and last for two additional turns, your Misty step range triples, and become immune to line spells.

Warden of Aegis

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

Eikon of Judgement[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of Judgement 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 Judgement 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 3rd level, you conjure forth a visage of the Eikon inside you. The Divine Alexander grants Judgement to those who oppose you.

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, you gain the following effects:

  • You can cast Dispel Magic once per long rest with no cost.
  • Your AC increases by 5, however your movement speed is cut in half.
  • You gain 30ft of Truesight.
Gavel

At 6th level, any melee or ranged attacks you make deal additional Radiant damage equal to the damage dealt with the weapon.

Divine Justice

At 10th level, once per long rest, as an action, make a spell attack against every hostile creature within visual range. If the attack connects it deals 12d12 Radiant damage, and Blinds the creature(s).

Grand Judge Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, your Radiant damage ignores resistances and immunities, you gain an additional 5 AC, and you cannot be incapacitated, unless your hitpoints are reduced to zero. This condition immunity cannot be overcome by any source.

Warden of Judgement

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

Eikon of the Moon[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the Eikon of the Moon 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 the Moon 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 3rd level, you conjure forth a visage of the Eikon inside you. Cold Fenrir grants fury and focus to you and your allies.

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, you gain the following effects:

  • Your movement speed doubles
  • Any beneficial effects you bestow last for an additional round.
  • During nighttime, you gain advantage on attacks.
Rage

At 6th level, once per long rest, summon an illusory copy within 5 feet of you for one minute, consuming one of your Semi-Prime charges. The illusion has the same stats as you and any equipment that you have is duplicated with the illusion, excluding magical items. Any limited resource that you have (spell slots, class features, etc.) is shared between you and the illusion. The illusion has an amount of hit points equal to 5 x your Dominant level. The illusion’s hit points cannot be regained, and the illusion disappears if it’s brought to 0 hit points before Rage ends. The illusion rolls its own initiative, following your mental commands (no action required). The illusion cannot willingly move more than 60 feet away from you, and if it’s forced outside that boundary, it disappears and the Rage ends.

Moon Song

At 10th level, once per long rest, as an action, you howl and all allies within 40ft that can hear gain a regeneration effect of 5d6 hitpoints at the start of their round, and hostile creatures attack with disadvantage against the buffed creatures.

New Moon Form

Beginning at 15th level, your Semi-Primed form becomes more like that of your Eikon. While Semi-Primed, Your movement speed triples, and any beneficial effects you apply are tripled.

Warden of the Moon

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

The True Eikon[edit]

Eikon Spells

At 2nd level, you learn additional spells when you reach certain levels in this class, as shown in The True Eikon 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 The True Eikon Spells
Dominant Level Spells
2nd Counterspell, Dispel Magic, Anti-Magic Field
5th Cubes from God, Apotheosis
9th Dominate Person, Heartstop
13th Geas, Atomic Bolt
17th Power Word: Stun, Power Word: Heal
Semi Prime

Starting at 3rd level, you conjure forth a visage of the Eikon inside you. Transcendent Ultima annihilates those who oppose it through its Dominant.

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, Ultima loans you a portion of its power that you can handle, giving you the following effects. The strain of accepting Ultima's strength into you is far more taxing than any other Dominant, giving you a point of exhaustion per Semi-Prime at the end of your Semi-Prime. However Ultima may wish to achieve different goals and use your body to do so. When you Semi-Prime, roll a d10. If the roll is a 6 or lower, Ultima takes control of your body if it so chooses and this cannot be prevented by any means. You can make a Charisma saving throw at the end of your turn to regain control of your body, or Ultima may end their control if they have achieved their goals.

  • You can teleport up to your movement speed as your movement, which requires no components. This movement does not provoke attacks of opportunity.
  • You gain an additional action, bonus action, and reaction for each turn.
  • Your attacks ignore resistances to damage types, and any unenchanted weapons are considered magical for the purposes of overcoming resistances and immunities.
  • You regenerate any lost limbs and 5d12 hitpoints at the start of each round
  • Spells you cast cannot be Counterspelled.
  • You gain one additional Eikonic Feat of your choice, or Ultima's if they take control of your body. This must be declared during Semi-Priming.
Smite

At 6th level, while Semi-Primed, choose a creature within 50ft of you. Teleport to that creature and make a melee attack against them. If the first attack is successful, make an additional attack against them and detonate a burst of aether in addition, if the attack is successful. The burst of Aether deals 5d10 Force damage and knocks the creature prone.

Purgatorium

At 10th level, while Semi-Primed, and once per long rest, gain 400 temporary hitpoints, float 50ft above the ground, and begin charging Purgatorium. Purgatorium takes 4 rounds to complete, and the cast fails should your temporary hitpoints be depleted. If Purgatorium is completed, every creature not subservient to you takes 20d20 Force damage, which ignore resistance and immunity to Force damage.

Ultimalius Form

Beginning at 15th level, Ultima forces you to accept more power, to better fulfill its ambitions. Your attacks ignore immunity to damage types, and gain a pair of arms, and a pair of angelic wings. you also gain another additional action, bonus action, and reactions. Any creature with a level or CR not equal to your level are not able to even raise a hand against you, to attack you. Ultima will now also inform you of when he when take control of your body, and may even ask permission beforehand, with saves to regain control of your body made at advantage.

Ultima, Ascended

When you reach 20th level, Ultima and you have become one, and can unleash your true form with full control. You no longer require saving throws or to roll d10s when Semi-Priming or using other feats.

Eikonic Feats List[edit]

Aether Sense

Due to your connection with Aether, your senses have grown sharper, and you begin to notice things in the environment you didn't notice before. You gain a +3 to your passive perception, and roll initiative with advantage.

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.

Viscous Aether

Prerequisite: 4th Level

Your spells are so persistent, they cause further damage to enemies. Whenever you deal damage with a spell, that is the favored damage type of your Eikon, you deal an additional 1d8 of that damage type for 1d3 rounds at the start of each round.

Aetherial Speed

Prerequisite: 5th Level

As the Aether builds in your body, you focus it to empower your legs. Your base movement speed doubles, and you take no fall damage.

Eikonic Recovery

Prerequisite: 6th Level

The first time in a round you are knocked prone, you may immediately end the condition and move 10ft away from the creature that knocked you prone.

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.

Chain Blows

Prerequisite: 12th Level

Whenever you successfully land an attack or spell on a target, roll the same attack or spell again. You may do this twice per attack you land.

Dominant Strength

Prerequisite: 15th Level

The Eikon within grants strength beyond what a normal mortal could wield. You gain an additional +3 to your base AC, and +2 additional damage die to your weapon attacks.

Aether Nexus Point

Prerequisite: 18th Level

You draw more Aether than ever before into your body, empowering your magical abilities even further. You now can store twice the amount of Aether points, and should you land an attack on a creature or they miss a spell attack against you, you regain one Aether point per each instance.

Monstrous Aetherial Regeneration

Prerequisite: 20th Level

You draw more Aether than ever before into your body, empowering your natural and magical healing by a ridiculous margin. Your Aether Regeneration now heals for triple its original amount and can reattach or regrow lost body parts, and healing spells you cast heal for double. However, should you be damaged by your opposing damage type, your Aether Regeneration is deactivated for 1 Round.

Specific Eikon Feats List[edit]

Ifrit[edit]

Hellish Flames

Prerequisite: 10th Level, Eikon of Hellfire

Your brutish flames burn everything to ash, and can raze entire cities if given the chance; any fire damage you do is triple, and any burn effects deal x5 its normal damage. In addition, any burn effects last for an additional round.

Corrosive Fire

Prerequisite: 14th Level, Eikon of Hellfire

Your fire will devour all and nothing is safe from its ravages. Your fire damage bypasses resistance to fire damage, and reduces immunity and absorbtion to only resistance to fire damage. If the creature isn't resistant to fire damage, it is treated as vulnerability to fire damage.

Shiva[edit]

Hypothermia

Prerequisite: 13th Level, Eikon of Ice

You cause the temperature around you to plummet for your enemies, forcing them to nearly halt in place. Any time you reduce a creatures movement speed, you additionally deal 2d12 cold damage to that creature and reduce their movement speed by 10ft

Frostbite

Prerequisite: 14th Level, Eikon of Ice

The ice you attack with leave your enemies brittle and vulnerable. If you freeze a creature, that creature must make a constitution saving throw at disadvantage. On a failure one of their limbs is destroyed, maiming the creature, and either halving their movement speed, rendering them unable to use somatic components, or reducing their melee weapon damage die by 3.

Ramuh[edit]

Knowledge of the Sage

Prerequisite: 5th Level, Eikon of Lightning

The knowledge accumulated by the previous Ramuh Dominants flow through granting you greater insight into magic. You gain additional spellslots as if you had taken the wizard class instead, and continue to gain spellslots as you gain levels, normal for a wizard. (I.E. You gain 2 additional 5th level spellslots at 10th level, and gain a 6th level spellslot at 11th.) For these new spells, you select them from the wizard's spell book. And each time you gain a level, you gain two additional spells of your choice.

Aetherial Expertise

Prerequisite: 20th Level, Eikon of Lightning

By manipulating your Aether with precision, you minimize your usage of it, allowing to expend more than what people would expect you to be able to cast. When casting a spell roll a 1d2, and call the number beforehand. If you correctly call the result, you do not consume the spellslot. In addition, due to your efficiency, you may choose to forgo one of the required components for a spell.

Titan[edit]

Layered Crust

Prerequisite: 13th Level, Eikon of Stone

Harnessing the innate defense of the Earth, your skin becomes identical to sturdy and difficult minerals, making it nigh impossible for conventional weapons to damage you. You gain immunity to Slashing, Piercing, and Bludgeoning damage from nonmagical sources, and resistance to Slashing, Piercing, and Bludgeoning damage from magical sources.

Titan's Talent

Prerequisite: 17th Level, Eikon of Stone

Your connection to Mother Earth is like few others, empowering yourself in an oppressive fashion. When you Semi-Prime, your duration is extended by an additional minute, and your size grows by one size category larger. You now can create boulders and hurl them at your enemies, make a ranged spell attack (45ft range). On a hit, deal 4d12 Bludgeoning damage and knock the creature prone; force all creatures within 15ft radius to make a dexterity saving throw; on a failure each creature takes 2d6 Bludgeoning damage from the shattered boulder and the creature falls prone as well.

Garuda[edit]

Galeforce

Prerequisite: 5th Level, Eikon of Wind

With the power of the winds, you swirl them around you, making you nigh impossible to see. As an bonus action, for the next three rounds, you gain the benefits of the dodge action without having to expend an action, and any creature ending its turn within 5ft of you takes 1d10 slashing damage from the brutal winds.

Storm Sisters

Prerequisite: 9th Level, Eikon of Wind

You call upon the winds to assist you in combat, and they respond in kind. Once per long rest, you can summon 1d3 copies of yourself made of wind, which you have control over. Each clones only has 1/2 of your Hitpoints, however enemies have disadvantage on attempting to hit them with melee weapon attacks, and can use all of your available class feature from the Garuda Eikon.

Odin[edit]

Sundering Steel

Prerequisite: 17th Level, Eikon of War

Your Aether blade glows and rings out as you condense the Aether even further making it far more destructive. Your Aether Blade deals an additional 4 damage dice, and if it strikes a creature in its limbs and deal at least half of its maximum damage, it severs the specific limb.

Gungnir

Prerequisite: 19th Level, Eikon of War

Your manipulation of Aether grows ever more impressive in your Semi-Prime form, allowing you to coat a different type of weapon and change your style if you need to. You may coat a spear you possess in Aether, consuming one of your semi-prime charges. This weapon deals an additional 5 damage dice on top of whatever the spear normally deals, and can be thrown up to 65ft away at a target making an attack roll against the chosen target and on a successful hit, forces them to make a constitution saving throw. On a failure, the creature takes no damage and perishes instantly, and on a success the creature doesn't perish and takes the damage as normal. After the attack, the chosen spear returns to your possession, and reverts to its normal state. If the creature is incapable of perishing, they automatically succeed on the saving throw. Throwing Gungnir at a foe and landing the strike bypasses any form of resistance, immunity, or absorbtion. In addition, the creature takes full damage should they succeed the constitution saving throw, even if they would normally take no damage.

Bahamut[edit]

Aether Amplification

Prerequisite: 13th Level, Eikon of Light

The light within you grows refuses to be held back by a simple vessel. You no longer have a limit on the amount of flare points you can store, although storing more than 15 at a time is extremely taxing for you. Gaining more than 15 flare points, you take 15 Radiant damage at the start of each of your turns, this damage cannot be reduced or mitigated in any fashion.

Gigaflare

Prerequisite: 20th Level, Eikon of Light

The rage of your light within reaches its peak in your current form. By consuming a minimum of 15 flare points, you release a truly massive burst of light unparalleled in its destructive power. You fire a 15ft wide beam that has a range of 120ft. Any creatures within the range must make a dexterity saving throw, and on a failure take 30d12 Radiant damage, and on a success they take half damage. This damage bypasses any form of resistance and immunity, as well as Evasion. Such a massive burst of power drains in such a small form drains you viciously, as you may only use this once per long rest, and gain two points of exhaustion upon use of this ability.

Omega[edit]

Parallel Processing

Prerequisite: 15th Level, Eikon of Metal

The Omega AI evolves even further to continue to assist its user. The Omega AI is now capable of using any and all class features or abilities that the dominant has, which does expend the resources required for the feature or ability.

Warp Drive

Prerequisite: 20th Level, Eikon of Metal

Harnessing the innate power with you and Omega you become capable of teleportation, either within the plane or on other planes of existence. You gain the ability to innately cast Planeshift and Gate for no cost, although with restrictions. Your Planeshift is only capable taking you and up to two other willing creatures, or a singular hostile creature. Gate cannot be used to target a specific creature, and you are the only creature capable of traveling through the Gate.

Diabolos[edit]

Insidious Malice

Prerequisite: Eikon of Darkness

Your control over your foes extend far beyond what they realize, and cause even more fear and terror when they do. Any Conditions you attempt to apply or succeed in applying, bypassing any immunities the creature may have. Upon applying a Condition, the afflicted creature must make a wisdom saving throw against your spellcasting DC. On a failure they are afflicted by one additional random condition; this ability can only be applied to each enemy once per your turn. To determine which Condition roll a 1d10:

1: Berserk 2: Confused 3: Frightened 4: Charmed 5: Hallucinating 6: Slowed 7: Spasmic 8: Staggered 9: Weakened 10: Pained

Vile Toxins

Prerequisite: 19th Level, Eikon of Darkness

Your damage to their very souls further reduce their health, weakening and enfeebling them to your onslaught. Any Hitpoint reductions you land on a target reduce their Health by an additional 20%, up to a maximum of reducing their hitpoints to 1 hitpoint. In addition, creatures afflicted by your attacks cannot be healed for 3 rounds.

Leviathan[edit]

Heavy Water

Prerequisite: 10th Level, Eikon of Water

The water you command is poisonous to those you deem foes. Any enemies submerged or inside water you've summoned take 2d12 poison damage at the start of each of their turns, while they remain inside the water you have summoned. This poison damage bypasses resistances.

Tidal Forces

Prerequisite: 14th Level, Eikon of Water

The ocean are determined to assist you regardless of your location, and shall not be denied. As an action while Semi-Primed, you can call for aid of the ocean and they shall respond, flooding the area within a 120ft and 15ft high radius in addition to however much the area was already previously flooded. This water remains until the end of combat or until you dismiss it as a bonus action.

Phoenix[edit]

Phoenix Shift

Prerequisite: 3rd Level, Eikon of Rebirth

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.

Rejuvenating Fire

Prerequisite: 15th Level, Eikon of Rebirth

Your fire continuously heals you, keeping you in peak form, ready for anything. Your Aether Regeneration now heals for 6d10 instead of 3d10, and should you pick up the Eikonic Feat: Monstrous Aether Regeneration, it heals you for the maximum amount listed, and cannot be disabled.

Carbuncle[edit]

Multi-color Light

Prerequisite: 3rd Level, Eikon of Aegis

The jewels within glow with resplendent splendor and as such, you can call upon more of them for assistance should you need it. These effects replace Ruby Light's effect when used, and acts as if this is your 10th class ability instead. You may swap between each of them freely, though you must declare the chosen Light before use.

Pearl Light: Grants you and all allies within 50ft the Shell effect, which gives advantage on saving throws against the next three spells or magical effects.

Diamond Light: Grants you and all allies within 30ft the Vanish effect, which gives enemies disadvantage on melee and ranged attacks on you and all allies for the next three rounds.

Emerald Light: Grants you and all allies within 15ft the effects of the Haste spell, without the negative drawbacks of the spells or requiring concentration.

Sapphire Light: Grants you and all allies within 50ft the Protect effect, which gives a +4 to your AC for the next three attacks.

Brilliant Jewels

Prerequisite: 14th Level, Eikon of Aegis

Your jewels being nurtured, and shining ever brighter, become stronger and their light reaches even further. All Lights gain an additional 15ft of range, and each gains additional effects.

Ruby Light: Ruby Light's Reflect last for an additional round, and provides the Protect effect for 3 rounds.

Sapphire Light: Sapphire Light's Protect now lasts for 4 rounds and additionally provides the Regen effect, which recovers you or your allies hitpoints by 10% of the maximum hitpoints the creature has for 3 rounds at the start of each round.

Emerald Light: Emerald Light's Haste effect is now doubled and lasts for one additional turn for each creature, and ends one condition you or an ally may be afflicted with.

Diamond Light: Diamond Light's Vanish effect now last for an additional round, and applies the Invisibility spell to you and all allies.

Pearl Light: Pearl Light's Shell effect lasts for three rounds instead and gives +3 damage dice for the next three melee or ranged attacks.

Alexander[edit]

Divine Clarity

Prerequisite: 18th Level, Eikon of Judgement

You judgement must remain clear and concise to deliver a proper verdict, and none shall interfere. You gain immunity to any mental(I.E Charmed, Hallucination, Berserk, Frightened, Stunned, etc.) Conditions, as well as immunity to Blindness. Your condition immunities cannot be bypassed, ignored, or negated.

Transcendent Judgement

Prerequisite: 20th Level, Eikon of Judgement

You are the Judge, Jury and Executioner, and your word and might is law. Your Divine Judgement is replaced by Transcendent Judgement, which ignores radiant damage resistance and immunity, gains an additional 5 damage dice, and 40ft of range. The areas struck by your Judgement explode after a moment as well, forcing every creature of your choice in range to make a wisdom saving throw. On a failure, each of the creatures take 5d12 Radiant damage, and are Blinded for a round. On a success they take the full damage, however they aren't blinded. This damage will still be inflicted even if the creature would normally take no damage on a successful saving throw. Such massive power in a mortal body comes with a massive drawback and inflicts a colossal toll upon you. You may use Transcendent Judgement once per long rest, and suffer two points of exhaustion after casting Transcendent Judgement.

Fenrir[edit]

Moon's Blessing

Prerequisite: 6th Level, Eikon of the Moon

The power of the moon within blesses your allies empowering them beyond belief, accumulating with the buffs you bestow upon them as well. Any beneficial effects you apply to allies are doubled if the effects can be doubled, and last for 2 additional rounds.

Moon's Speed

Prerequisite: 12th Level, Eikon of the Moon

The latent power of the moon within you empowers you, making faster than the naked eye can track. Your base movement speed is tripled, and your movement does not provoke attacks of opportunity.

Ultima[edit]

True Dominant

Prerequisite: 2nd Level, True Eikon

Your Eikon is the true Eikon, from which all other Eikons sprung forth from, and each and every Dominant beside Omega, due to its unique nature, can feel it; and they dread it deep within their core. Anytime you face any other Dominant in combat, that is not Omega, they are put at permanent disadvantage, and suffer a -5 penalty to any rolls they must make. In addition, when dealing damage to any dominant, besides Omega, you deal an additional 5 dice of damage from any source you can deal. The drawback however, is that your Eikon is not simply a force of nature. After each round of combat, or in high stress situations, when in your Semi Prime state, roll a d10. On a roll lower than 6, Ultima can take control of your body, and does with it as it sees fit. At the start of each of your turns, you may make a Wisdom saving throw to regain control of your body, or regain your body should Ultima decide they are finished with it.

Wellspring of Aether

Prerequisite: 10th Level, True Eikon

You are a channel from which all Aether flows from, and your mastery of magic far surpasses most, and can cast only few others dream to cast with Ease. You can cast 3 9th level spells, which can be cast once per long rest: Flare, Holy, and Ultima. After casting these spells, roll a d10. On a roll lower than 6, Ultima can take control of your body, and does with it as it sees fit. At the start of each of your turns, you may make a Wisdom saving throw to regain control of your body, or regain your body should Ultima decide they are finished with it. If Ultima gains control of your body, it may cast each of these spells freely. Each of these spells may be cast as an action or a bonus action, and only require somatic components.

Flare: A massive burst of nuclear fire in a wave of destruction and devastation, choose a point within 120ft. Each creature besides yourself within a 35ft radius must make a DC 25 Dexterity saving throw, and on a failure, each creature takes 18d6 fire damage, and on a success, only take half damage. This damage is dealt to all nearby nonmagical and magical objects as well.

Holy: A blast of pure divine magic, it sears those impudent enough to stand against you. Choose a point within 70ft. Each creature besides yourself within a 40ft radius must make a DC 25 Wisdom saving throw, and on a failure, each creature takes 28d4 fire damage, and on a success, only take half damage. This damage is dealt to all nearby nonmagical and magical objects as well.

Ultima: The strongest offensive spell possible for a mortal, though you hardly qualify at this point; Choose a point within 100ft. Each creature besides yourself within a 50ft radius must make a DC 30 Constitution saving throw, and on a failure, each creature takes 50d12 fire damage, and on a success, only take half damage. This damage is dealt to all nearby nonmagical and magical objects as well. Any creature within the radius still takes the damage upon making the saving throw, even if normally they wouldn't, unless they take the dodge action beforehand or have Eikonic Feat, Precision Dodge.

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

Multi-classing[edit]

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

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

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