Eclipsemancer (5e Class)

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Eclipsemancer[edit]

An Eclipsemancer is a specialist in vicularizing the divine forces of the stars at will.

Blessed by the Sun and the Moon, it is a versatile class that serves as a healer or source of damage under the right conditions.

Light and Darkness[edit]

Creating a Eclipsemancer[edit]


Quick Build

You can make a Eclipsemancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Third, choose Quarterstaff, Herbalism Kit, and Priest's Pack.

Class Features

As a Eclipsemancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Eclipsemancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Eclipsemancer level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: Herbalism Kit, or Alchemy kit.
Saving Throws: Constitution, Wisdom
Skills: 2 of your choice between Arcana, History, Insight, Medicine, Nature, and Religion

Equipment

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

  • (a) Quarterstaff or or (b) 2 Daggers
  • (a) Priest's Pack or or (b) Scholar's Pack
  • Herbalism Kit
  • If you are using starting wealth, you have 2d4x8 gold pieces in funds.

Table: The Eclipsemancer

Level Proficiency
Bonus
Features Cantrips Known Spells Know —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sun and Moon 2 1 2
2nd +2 Bless of the tireless 2 2 3
3rd +2 3 3 4 2
4th +2 Ability Score Improvement 3 4 4 3
5th +3 4 5 4 3 2
6th +3 Rituals of the Sun and Moon 4 6 4 3 3
7th +3 4 6 4 3 3 1
8th +3 Ability Score Improvement 4 8 4 3 3 2
9th +4 4 8 4 3 3 3 1
10th +4 Veil of Sun and Moon 5 10 4 3 3 3 2
11th +4 5 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 12 4 3 3 3 2 1 1
14th +5 Astral Conextion 5 14 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 15 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Avatar of the Sun and Moon 6 16 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 17 4 3 3 3 3 2 1 1 1
20th +6 Final Eclipse 7 18 4 3 3 3 3 2 2 1 1

Sun and Moon[edit]

The Solace and Lunar are your deities, you have the power of both but only one at the time.

During Day or under the sunlight you deal additional radiant damage on damage rolls from spells that belong to your cleric spell list. You gain access to your cleric spell list but only cast these spells during the day.

During Night or under Moonlight and Darkness affects you deal additional necrotic damage on damage rolls equal to your proficiency bonus from spells that belong to your warlock spell list. You gain access to your Warlock spell list but can only cast these spells at night.

Additionally at 3rd level you can choose ally, this ally is referred to as your 'chosen'. You can choose this ally after a long rest, and to change your selected chosen you need to take another long rest. The chosen deals additional damage on their attacks equal to your proficiency bonus for as long as you are conscious. If you lose consciousness the designated ally that is your chosen loses all of their benefits from this ability and you will need to take another long rest to reapply this ability. If it is day the bonus damage type is radiant, if it is day the bonus damage is necrotic. Your chosen also gets additional benefits as you level up.

Spellcasting[edit]

Somehow, one way or another, you found yourself on the center of the life force that represent the Sun and Moon, you have obtained a power only you can wield.

Cantrips[edit]

At 1st level, you know two cantrips of your choice from the Cleric spell list and two from Warlock spell lists. You learn additional Cleric and Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the monochromancer table and you always must know the same amount for each class.

Spell Slots[edit]

The Eclipsemancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Eclipsemancer spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher[edit]

You know two 1st level spells of your choice from the Cleric spell list and two from Warlock spell lists. The Spells Known column of the Eclipsemancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots. You always have to know the same amount of spell of each list.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Eclipsemancer spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Eclipsemancer spell you cast and when making an attack roll with one:

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

Spellcasting Focus[edit]

You can use an arcane focus or holy symbol as a spellcasting focus for your Eclipsemancer spells.

Bless of the tireless[edit]

When you reach level 2 You gain expertise on Perception and Darkvision, and as you are one with the forces of Sun and Moon you can always sleep no matter what time of the day is and you don't feel tired if you don't sleep, however you still need to sleep.

Also you gain this bonus effects while asleep:

During Day or under the sunlight you can immediately awake if something fail an stealth check against your passive perception.

During Night or under Moonlight and Darkness effects you are invisible to normal and Dark Vision.

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.

Rituals of the Sun and Moon[edit]

At 6th level you can channel the power of Sun and Moon to Bless or Curse your target. During Day or under the sunlight whenever you cast an spell as an action or bonus action you can choose to bless or curse the target with one of these effects:

-Resistance or vulnerability to Fire or Radiant Damage for one minute.

-Advantage or disadvantage on the Saving Throw of your choice for one minute.

-Temporary Hit Points of Sun equal to your wisdom modifier + class level per turn order.

- Focused Rays: You can direct the sun’s rays to focus on a targeted area like a magnifying glass. The area is no larger than a 40 ft radius. It will take a full action to prepare this spell before you can cast it. All creatures within the area must make a perception check beating a 15 or notice that something is occurring in the sky. You can release this spell at any point after your next turn. The attack will be made with advantage ignoring partial and 3/4ths cover targets will take 6d12 radiant damage 6d12 fire damage and be knocked prone under the burned condition.

During Night or under Moonlight and Darkness effects whenever you cast an spell as a bonus action you can choose to curse the target with one of these effects:

-Resistance or Vulnerability to Ice or Necrotic damage for one minute.

-Disadvantage or advantage on the Saving Throw of your choice for one minute.

-Blood Moon: the target can roll a wisdom saving throw on a failed save, the target has gone mad shouting madness at the moon, if there is no moon it yells at the shadows seeing spectral hands reaching for it. For every turn that the creature remains trapped in this delirium they will roll with disadvantage to escape and will take 6d10 psychic damage; they will claw and scrape at themselves or allies or cut themselves or allies if they have a weapon roll for an attack against themselves or allies and roll damage. The same target can't have more than one Bless or Curse at the same time, and you can use this feature a number of times equal to your proficiency bonus + wisdom modifier between long rest.

Veil of Sun and Moon[edit]

At 10th level you can cover yourself with the Veil of Sun or Moon.

As an action you can create a temporary Veil on yourself that imitates the effect of the Sun or the Moon only on yourself. This Veil lasts one minute and you can use this feature a number of times equal to your Wisdom (min 1) between long rests.

Also you can add your Wisdom modifier to your AC.

Astral Connection[edit]

At 14th your connection with the Sun and Moon are so strong that you gain this effects:

During Day or under the sunlight you gain resistance to Fire and Radiant damage, and whenever you heal other target as a bonus action you can also heal yourself for the same amount.

During Night or under Moonlight and Darkness effects your Ice and Necrotic spells overcome immunity and resistances of the target, and as a bonus action whenever you cast an spell you can blink up to a distance of 10 feet.

Avatar of the Sun and Moon[edit]

At 18th level you become the literal avatar of the Sun and Moon.

Once per month as an action you can enter a God-like state depending of the presence of the Sun and Moon, for this your Veil doesn't count.

During Day or under the sunlight you:

1-Gain an aura that heals you and up to 5 other creatures you can see the amount of HP equal to your Wisdom modifier (Minimum 1) at the start of your turn and when you transform.

2-Become immune to Fire and Radiant Damage.

3-Can fly up to a speed of 35 ft.

4-Gain True Vision.

5-Can cast the Lvl 10 Spell "The Brightest Day" once

During Night or under Moonlight and Darkness effects you:

1-Gain an aura that deals Necrotic damage equal to your Wisdom modifier (Minimum 1) on up to 6 creatures you can see.

2-Become immune to Ice and Necrotic damage.

3-Can Blink to any Shadow in 35ft as a bonus action.

4-Become invisible, and only creatures with True Vision can see you.

5-Can cast the Lvl 10 Spell "The Darkest Night" once

This transformation last 1 minute, and you drop to 1 HP when it is over.

Final Eclipse[edit]

At level 20th you have reached you maximum potential, and now as an action you can enter the ultimate form. During an Eclipse as an action you can transform into the Avatar of the Eclipse. While you are in this form you gain the effects of the Avatar of the Sun and Avatar of the Moon at the same time, as well as:

-You regain all your spell slots as 9th level slots.

This transformation lasts for 1 minute, and you drop to 1 HP when it is over.

Also, you can use all your spells slots to cast an Eclipse as a full turn action that lasts 1 hour, but you will die at the end of it if you transformed into the Eclipse Avatar.

10th Level Spell[edit]

The brightest day (V/S) 1 Action.

You invoke the power of the Sun. You heal 20d10 to all creatures of your choice that you can see and they gain the 2nd, 3th and 4th feature or your transformation.

The Darkest Night (V/S)

You invoke the power of the Moon. You deal 40d10 Necrotic damage to all creatures of your choice that you can see and if they cannot die or take damage they are sealed for 100 years in an Unbreakable Dark Ice.

Multiclassing[edit]

You need a Wisdom of 15 to Multiclass and you gain proficiency on Wisdom Saving Throws when you do so.

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