Eclipsemancer (5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Infinite healing at 1st level.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Broom Icon.svg.png This page needs grammatical help. Reason: Several words are spelled wrong in the first feature.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Eclipsemancer[edit]

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

Blessed by the Sun and the Moon 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: 1d8 per Eclipsemancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eclipsemancer level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: 3 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 4d4x10 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 Moont 4 4 2
2nd +2 Bless of the tireless 4 4 3
3rd +2 4 6 4 2
4th +2 Ability Score Improvement 4 6 4 3
5th +3 4 8 4 3 2
6th +3 Rituals of the Sun and Moon 6 8 4 3 3
7th +3 6 10 4 3 3 1
8th +3 Ability Score Improvement 6 10 4 3 3 2
9th +4 6 12 4 3 3 3 1
10th +4 Veil of Sun and Moon 6 12 4 3 3 3 2
11th +4 8 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 14 4 3 3 3 2 1
13th +5 8 16 4 3 3 3 2 1 1
14th +5 Astral Conextion 8 16 4 3 3 3 2 1 1
15th +5 8 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 18 4 3 3 3 2 1 1 1
17th +6 10 20 4 3 3 3 2 1 1 1 1
18th +6 Avatar of the Sun and Moon 10 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 20 4 3 3 3 3 2 1 1 1
20th +6 Final Eclipse 10 20 4 3 3 3 3 2 2 1 1

Sun and Moon[edit]

The Sun is your deity and the Moon is your Patron, you have the power of both but only one at the time.

During Day or under the sunlight you gain a number of hit points at the start of each turn equal to your Eclipsemancer level, and you may roll a number of additional dice equal to half of the spell's level, rounded down, when healing with magic. You also gain access to your Cleric spell list but can only cast these spell under the condition above.

During Nigth or under Moonligth and Drakness efeccts you deal additional damage equal to your Eclipsemancer level when attacking and casting magic, and gain a bonus to hit equal to half of the spell's level, rounded up, when casting magic. Otherwise, you gain a bonus to attack rolls equal to your proficiency bonus. You gain access to your Warlock spell list but can only cast these spell under the condition above.

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, horewer you still need to sleep.

Also you gain this bonus effects while asleep:

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

During Nigth or under Moonligth and Drakness efeccts 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 a bonus action you can choose to bless the target with one of theses effects:

-Resistance to Fire or Radiant Damagefor one minute.

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

-Temporal Hit Points of Sun

During Nigth or under Moonligth and Drakness efeccts whenever you cast an spell as a bonus action you can choose to curse the target with one of theses effects:

-Vulnerability to Ice or Necrotic damage for one minute.

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

-It suffers you Moon Damage.

The same target can't have more than once Bless or Curse and the same time and you can use this feature a number of times equal to your proficiency bonus between long rest.

Veil of Sun and Moon[edit]

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

As an action you can create a temporal Veil on yourself that imitates the effect of the Sun or the Moon only on yourself. This Veil last one minuto 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 to your AC.


Astral Conextion[edit]

At 14th you conextion with the Sun and Moon are soo strong that you gain this effects:

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

During Nigth or under Moonligth and Drakness efeccts your Ice and Necrotic spells overcome inmunity 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 in a God-like state depending of the presence of the Sun and Moon, for this your Veil doesn't count as the presence of it.

During Day or under the sunlight you:

1-An aura that heals you up to 5 other creatures you can see Wisdom (Minimun 1) HP at the start of your turn and when you transform.

2-Become inmune to Fire and Radiant Damage.

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

4-Gain True Vision.

5-Can cast once the Lv 10 Spell "The brightest day"

During Nigth or under Moonligth and Drakness efeccts

1-An aura that deals Wisdom (Minimun 1) Necrotic damage up to 6 creatures you can see.

2-Become inmune 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 once the Lv 10 Spell "The Darkest Night"

This transformation last 1 minute and get to 1 HP when is over.

Final Eclipse[edit]

At level 20th you reached you maximun potential and now as an action you can enter in the ultimate form. In a Eclipse as an action you can transfrom in 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 and also these:

-You regian all your spells slots as 9th spells slots.

This transformation last 1 minute and get to 1 HP when is over.

Also, you can use all your spells slots to cast an Eclipse as a full turn action and it last 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 cratures 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 Unbreakeable Dark Ice.

Multiclassing[edit]

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

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: