Eldritch Blade (5e Class)
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Creating a Eldritch Blade[edit]
Character creation questions for an Eldritch Blade PC: What led you to choose this dark path? Maybe your desire for power is stronger than others? Do you want to protect your loved ones?
- Quick Build
You can make an Eldritch Blade quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose a Long Sword
Class Features
As a Eldritch blade you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Eldritch blade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eldritch blade level after 1st
- Proficiencies
Armor: none
Weapons: simple and martial weapons
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two from: Acrobatics, Insight, Medicine, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon of your choice or (b) one ranged simple weapon of your choice or (c) 20 ammo of your ranged weapon
- (a) Longsword or (b) Warhammer or (c) Spear
- (a) Greatsword or (b) Dungeoneer’s pack or (c) Explorer’s pack
- If you are using starting wealth, you have If you are using starting wealth you have 1d10x10 in funds in funds.
Level | Proficiency Bonus |
Features | Eldritch Strike | Soul Points | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Eldritch Blade Link, Soul Armor | 1d8 | - | — | — | — | — | — |
2nd | +2 | Spellcasting, Soul Techniques | 1d8 | 3 + Charisma mod | 2 | — | — | — | — |
3rd | +2 | Mastery of the Blade feature, Tamashi Abilities | 1d8 | 4 + Charisma mod | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d10 | 5 + Charisma mod | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1d10 | 6 + Charisma mod | 4 | 2 | — | — | — |
6th | +3 | Ability Score Improvement, Blade Masteries feature | 1d10 | 7 + Charisma mod | 4 | 2 | — | — | — |
7th | +3 | Sight beyond 3 worlds | 1d12 | 8 + Charisma mod | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d12 | 9 + Charisma mod | 4 | 3 | — | — | — |
9th | +4 | Extra Attack | 1d12 | 10 + Charisma mod | 4 | 3 | 2 | — | — |
10th | +4 | Ability Score Improvement | 2d8 | 11 + Charisma mod | 4 | 3 | 2 | — | — |
11th | +4 | Extra Attack, Blade Masteries feature | 2d8 | 12 + Charisma mod | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 2d8 | 13 + Charisma mod | 4 | 3 | 3 | — | — |
13th | +5 | Soul Domination | 2d10 | 14 + Charisma mod | 4 | 3 | 3 | 1 | — |
14th | +5 | Greater Soul Protection | 2d10 | 15 + Charisma mod | 4 | 3 | 3 | 1 | — |
15th | +5 | Blade Masteries feature | 2d10 | 16 + Charisma mod | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 2d12 | 17 + Charisma mod | 4 | 3 | 3 | 2 | — |
17th | +6 | Blade Masteries feature | 2d12 | 18 + Charisma mod | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Soul Perfection | 2d12 | 19 + Charisma mod | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 3d12 | 20 + Charisma mod | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Blade Masteries feature | 3d12 | 21 + Charisma mod | 4 | 3 | 3 | 3 | 2 |
Eldritch Blade Link[edit]
Starting at 1st level of this class, you gain the ability to bond with a weapon, making it part of your soul, the Eldritch Blade.
On a long rest, you can link yourself with a weapon and this weapon can be summoned or stowed as a bonus action. The Eldritch Blade will deal additional damage of the same normal damage as your weapon. The additional damage is shown on the table for the Eldritch blade class. You can use your Charisma modifier for attack and damage rolls instead of Dexterity or Strength.
Soul Armor[edit]
At 1st level, you can manifest a supernatural defense that emulates armor. Your AC when you don't have armor is equal to 10 + your Dexterity modifier + your Charisma modifier up to a maximum of 20.
Spellcasting[edit]
The magic of an eldritch blade is somewhat peculiar, as it focuses on drawing magical power from its own soul and the spiritual plane to carry out its spells.
- Spell Slots
The Manipulator table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Warlock spell list.
The Spells Known column of the Eldritch Blade table shows when you learn more Eldritch Blade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Eldritch Blade spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. In addition, you use your Charisma modifier when setting the saving throw DC for an Eldritch Blade spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Charisma modifier
Soul Techniques[edit]
Starting at 2nd level, your training allows you to harness the mystic energy of your soul. Your access to this energy is represented by a number of soul points. Your Eldritch Blade level determines the number of points you have, as shown in the soul Points column of the Eldritch Blade table.
You can spend these points to fuel various soul features. You start knowing four such features of your choice in the list of soul techniques.
When you spend a soul point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended soul back into yourself.
- Burst of Cuts: Immediately after you take the Attack action on your turn, you can spend 1 soul point to make two unarmed strikes as a bonus action.
- Eldritch Defense: You can spend 1 soul point to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
- Eldritch Step: You can spend 1 soul point to take the Disengage or Dash or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.
Blade Masteries[edit]
reaching 3rd level, you define the path of your mastery with your blade. You can choose between the lich sword subclass, the beast blade, or the timeless blade. you get additional benefits from each class at 6th, 9th, 11th, 15th, 17th and 20th level.
Tamashi Abilities[edit]
When you reach the 3rd level of this class, you gain access to tamashi techniques. Tamashi techniques are unique special abilities that are fueled by the power of your soul. Each subclass unlocks special Tamashi techniques, making each path unique, but you can also access some that are obtainable by all types of Eldritch Blade. You can have several tamashi techniques equal to your Charisma modifier. During a long rest you can change your number of usable Tamashi techniques
- Deflect Missiles: For 1 soul point, you can use your reaction to deflect or catch the missile when a ranged weapon attack hits you. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your speedborn level. If you reduce the damage to 0, you return the projectile to the creature that launched it, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an Eldritch Blade weapon for the attack.
- Parry: As a reaction, you can spend 1 soul point when a melee attack hits you. When you do this, make a damage roll with your weapon + your eldritch strike damage + your eldritch blade level and subtract the result from the damage the attack inflicted on you. If you reduce the attack to 0, they take damage equal to the residual number of your parry (if any).
- Soul Bolts: Whenever you spend at least 1 soul point, any unarmed strike you make until the end of your next turn can be made at a range of 60 feet. Attacks made beyond the 5 feet range cause either necrotic, force, cold or lightning rather than the damage of your weapon.
- Soul Healing (lvl5): As an action, you can spend Soul Points up to your Charisma modifier to regain several hit points equal to the Soul Points spent x your Charisma modifier.
- Flash Attack (lvl7): You prepare your weapon to make an attack as fast as light. As an action, you can spend 3 soul points to make five attacks on a single target. Make a melee weapon attack for each strike. On each hit, a target takes your weapon damage + your Charisma modifier + 6d10 force damage.
- eldritch magic (lvl7): When you use a spell that is attack, you can spend 2 soul points to add your eldritch strike die to the damage roll.
- quick spell (lvl9):By spending 2 soul points, you can cast a spell as part of an attack action with your eldritch blade.
- soulkinesis (lvl9):as a action and spending 3 soul points, you can get the benefits of the telekinesis spell, but with various changes. the duration is now one hour, it does not require components to cast it, creatures that can see the spirit plane will be able to see a giant spectral hand, which is your soulkinesis, and has a carrying capacity of kilograms equal to your level + your SA Bonus x60.
- soul hounds (lvl9): as an action and spending 5 soul points, you fragment your soul and mold it into two spectral hounds that take on any appearance you wish, as long as they are lupine features. each of these hounds has a number of hit points equal to 10 times your SA bonus + your level, its ca is the same as yours, and its stat characteristics are the same as yours but with a -4 (this penalty does not apply). applies if he has that stat at 10, and only leaves him a -1). the hounds are completely controlled by you and attack at the same time as you. they deal the same amount of damage as your eldritch blade would normally do, but you can't cast spells and any damage they deal will be 2 times less than what you normally deal. when any of these hounds is reduced to 0 hit points and residual damage remains, you take the residual damage. these hounds will last for 1 hour after the ability is used and when it expires, either because the ability's time is up, you fall unconscious, are incapacitated, or die, you will receive an exhaustion point.
- spiritual extension (lvl12): your attacks have shock waves, and your area skills increase their range of impact. as you stop your attack action, you can spend 1 soul point to make the impact area of your Eldritch weapon increase by 10 feet, dealing equal damage to all nearby creatures. the attack roll will remain the same, and if the result exceeds the AC of creatures near the area of impact, they will take normal damage + you SA Bonus. In the event that you use this on an ability or spell that is in area, the impact area increases by 10 feet, and you can spend more soul points to further increase the attack in area and increasing an additional 10 feet for each soul point spent.
- spiritual foot trick (lvl12):as an action and by spending 3 soul points you can gain 30 feet of movement for 1 minute. Plus, you can walk across any surface and liquid, whether it's vertically, horizontally, or completely upside down. You can also walk through the air, but the moment you stop moving you will start to fall.
You also gain three charges which you can spend to successfully make any rolls involving Dexterity (attack rolls don't count).
- eldritch adaptation (lvl12):as a reaction and spending 4 soul points, you can become resistant that you find received in that turn. alternatively, and by spending 9 soul points, you can become immune instead of resistant. This effect lasts for one minute and ends when you dispel it, when the timer runs out, or when you die.
- Danger sense (lvl15): for every break, you can spend 3 soul points, you can get senses as sharp as your eldritch blade. until your next rest, you can't be surprised, and at the DM's discretion, you can irrationally know when a creature, zone, or general ability is fatal to you, plus you gain advantage on all saving throws.
- Supreme Soul Hound (lvl15): This version of the hounds replaces the previous one in case you have it equipped among your techniques. spending 10 soul point, you create the improved version of the hounds, which merge into one, obtaining a superior appearance to the previous one, this can be presented as a more robust body and two heads instead of one or as your you wish. the hound becomes large, its life becomes the sum of both hounds. His AC will remain the same, as will all stats, but he no longer suffers the -4 stat penalty and deals full damage, instead of just half.
- Soul accelerattion (lvl15): twice per long rest, you can spend 15 soul point to take an extra round. After you use this ability, you gain disadvantage to all your rolls on your next turn. you regain all uses of this ability on a long rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 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.
multiattack[edit]
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action. The number of attacks increases to three at 11th level.
Sight beyond 3 worlds[edit]
starting at 7th, You can see the essence of others through sight alone. You have darkvision within 60 feet. In addition, you have soulsight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using soulsight. in addition, you are constantly under the effect of detect magic centered on your sight with a range of 60ft
Soul Domination[edit]
When you reach 13th level, choose a tamashi technique and a level 1 spell that you can use. you can use both at will.
greater soul protection[edit]
starting el 14th level, The rakshasa can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
soul perfection[edit]
starting the 18th level, your soul cannot be divided, fragmented, destroyed or manipulated by any means, also nothing can imprison or expel your soul against your will. In addition your SA Bonus and BA Bonus stats are increased by +6, up to a maximum of 26.
Blade of the Crimson Moon[edit]
<!-For subclasses introduce this class option here->
- Beast augmentation
Starting at 3rd level, your hit die now a d10, you double your current hit points, and at later levels your hit points also increase by 6 at later levels. In addition, your creature type also counts as a monster.
- The chains of the beast
Starting at 3rd level, you have access to overwhelming power, but sealed by 6 chains, but you gain the ability to break the chains that contain you,, increasing your aptitudes but at a risk. Break a chain takes a bonus action, costs 1 Soul point per chain and lasts for 10 minutes, after which you get an exhaustion level. Each time you break a chain the 10 minutes resets and the bonus it gives adds to previous door's bonuses. Each chain open adds up to the exhaustion level and more then one door can be opened at a time. (1 chain = 1 exhaustion level)
1st chain - Speed (lvl3): Veins become apparent on your body, you gain 20 ft of extra movemen and when you attack, you can move without receiving opportunity attacks.
2nd chain - Power (lvl5): Your Your muscles swell, you can use your BA Bonus instead strengthin your Hability checks, and extra bonus action and your artial dice increase in 1.
3rd chain - Pain (lvl7): Your skin becomes significantly red and you feel a transparent soul aura begin to form around you. You gain an extra attack and you get +1 to AC.
4th chain - live (lvl10): Your eyes become white. you regain 5d8 HP, 15 ft of extra movement, and +5 to damage and attack. Also, you can cure all negative effects (you throw a d20 at the beginning of your turn and if gets 11 or higher, you get cure). lastly, extra reaction.
5th chain - Limit (lvl13): Your hair begins floating and you feel the soul aura has completely formed, you get +2 to AC, you Resist 5 points of damage per attack, extra action you have advantage in all physical and wisdom rolls.
6th chain - Unlimit (lvl15): Your hair turns white if it wasn't already. The soul aura intensifies, turns purple and you feel pain all over your body. Your Strength and Dexterity Scores are temporarily changed to 24. You get all of your Hp Back, +20 ft of movement, +10 damage, +5 to attack rolls, +5 to AC, another extra attack, enemies have disadvantage on attack rolls against you do to the concentration of soul around you. Also, instead of moving, you use Misty Step, without spending soul points (its range is equal to your movement speed). You still being able to use Misty Step as your bonus action without spending soul Points
- Beast form
At 3rd level, you can transform into a lycanthropic beast by fusing with your eldritch blade and becoming one with it. in this state, your melee attacks now do the same damage as your eldritch blade did. You score critical hits with rolls of 19-20 with melee attack and You can also make an unarmed melee attack as a bonus action in this state. You gain resistance to slashing, stabbing, and piercing damage from non-magical weapons, but vulnerability to damage dealt by silver weapons. You gain temporal Hit points equal to five times your constitution modifier, and your movement speed increases by five times your BA Bonus (min 5ft).
The beast that lives inside you asks that you shed as much blood as possible, regardless of whether it is an ally or an enemy. When you are below half your maximum life points, you must make a Wisdom saving throw of a dc equal to half your SA Bonus + 10 (minimum 11). on a successful saving throw, nothing happens. on a failed roll, your bloodlust takes control of you and turns you into an even more abominable monster. in this state, you regain all your missing hit points, deal double damage, and become immune to the charmed and frightened state. You will not have control of yourself and your character will attack the enemy that is considered weaker, but always giving priority to undead type creatures. this state you cannot cast spells and will only end when you kill a creature, if you succeed the saving throw, that you repeat at the begin of your turn, cast the calm emotions spell on you, or die (unless the DM has other additional means).
- Beast senses
By reaching 6th level, your inner beast has strengthened your senses. You gain 60 feet of blindsight thanks to your acute hearing and sense of smell. Also, after you have made three consecutive attack actions against the same creature, and that in each of your attack actions, you have hit at least 2 attacks each turn, you can make an investigation check against a DC equal to the CR of the creature. On a success, you know the creature's current health amount and its AC.
Lastly, 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.
- ungraspable
Upon reaching 9th level, while in bestial form, you have advantage on saving throws against effects that frighten or charm you.
Also, When you use one of the following Eldritch blade features that require soul point, you can double the cost for that use to gain the following effects.
Burst of Cuts. You make three, instead of two, unarmed strikes as a bonus action.
Eldritch defense. You cannot be targeted by ranged attacks until the start of your next turn.
eldritch step. You now take both the Disengage and Dash actions.
Deflect Missiles. You add your SA Bonus to the damage reduction.
- Beast Feast
At 11th level, When you score a critical hit against a hostile creature, you regain 1 soul points
- Son of the Moon and the Night
at 15th level, your bestial qualities reach an almost supreme level.
Now each time you reduce a creature to 0 hit points, you regain a number of hit points equal to the number of attacks that killed the creature + your Constitution modifier + your BA Bonus.
for every 10 missing maximum hit points, your damage from melee attacks increases by +1
On each of your turns when you have less than half your maximum hit points, you regenerate your Constitution modifier + your BA Bonus hit point at the start of each of its turns. In addition, severed body members (fingers, legs, tails, and so on), if any, are restored after 10 minutes. If you have the severed part and hold it to the stump, the spell instantly causes the limb to knit to the stump. You lost this benefit disappear if you aro on 0 hit point for 10 minutes if you are damaged by silver weapons or holy attacks.
Lastly, when you are in direct sunlight you will have disadvantage on any rolls you make when you are in direct sunlight.
- Resistance of the beast
Upon reaching 17th level, whenever you are transformed, you are under the effects of haste and gain advantage on Strength, Dexterity, and Constitution checks and saving throws.
Also, if you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. You can use this ability a number of times equal to half your constitution bonus (rounded down), and you regain all expended uses on a long rest.
- One with the beast
when you reach 20th level, you become one with your inner beast. You can no longer lose control when you are transformed, also while you are transformed. You also get a critical hit of 18-20 and on a critical hit, triplicate the damage, instead duplicate. In addition, any type of healing you do, you can decide whether to transform it into fake health or not, and also remove all missing health you have and transform it into necrotic damage on your next attack. This can be done as a free action. Finally, You can now break the chains 1, 2 and 3 without getting exhausted, you can break as many chains as you want at the same time, and you can use all the exclusive techniques of this subclass.
Chains Abilities[edit]
The Chain Abilities of a previous gate can be used in higher gates.
1st chain
- Soul Coma: your chi protects your body from dying of exhaustion. You can spend 2 soul points to not die from 6th level exhaustion. When you use this ability you immediatly close all gates and faint (0HP). For every purpose you still with 6 levels of exhaustion. You're in coma until you loose one level of exhaustion.
- Extended burst of cuts: when you hit both attacks of Burst of Cuts you can make a third attack. If you use the ungraspable ability with this technique, you make 3 more attacks.
- Hurricane Kick: you can spend 1 soul point to hit all enemiges in 5ft radius with your mele attacks for one turn.
- Soul Jump (Chainless): you focus your Soul on your legs to jump even higher. You can spend 1 soul point to use ‘‘Jump’’ on your self as a bonus action.
2nd chain
- Blood Sequence: you can spend 1 soul point to hit an enemy with four brutal attacks as an action. If the enemy is Large or smaller, the creatures lifts 5 feet in the air per hit.
- hunter's descent (Bonus): you can spend 1 soul point to take down an enemy that’s on the air with a punch. He must make a Dexterity (Acrobatics) test. On a failed save, the creature is knocked prone and takes 4d8 bludgeoning plus unarmed attack damage and fall damage. On a successful save, the creature takes only the unarmed attack. You can spend up to 2 extra Chi points to add 1d6 for each.
- soul Wave: you imbue your claws with Soul and release it as you strike. You can spend 1 point to use Thunderous Smiteas a bonus action.
- bloodlust: by spending 2 soul points and as an additional action, you can semi-release your inner beast to become stronger, at the cost of letting yourself be carried away by its endless thirst for blood. In this state, your statistics, hit points, and AC cannot be reduced by any means. You lose the ability to speak regularly, being only able to communicate in short phrases or single words, and you cannot make any non-lethal attacks. You gain a bonus to all your attacks, damage, and dexterity, strength, or constitution saving throws equal to your SA bonus, and you gain a bonus to damage equal to the total number of all attacks or techniques hit on a creature (this is doubled if the targets are undead). You also double your movement speed and make two additional attacks on your attack actions. These benefits last one minute, and you are forced to attack a creature while the ability is active, and you also cannot end the ability before the minute ends.
- Prey Mark: you use your soul to mark a target. You can spend 1 soul point to use Hunter's Mark on someone that you've touched or hitted before. The creature marked by this ability will have a penalty to all rolls equal to your BA that it does not attack you or do some kind of damaging effect against you.
3rd chain
- Always Ready: you can spend 1 soul point to counter-attack an enemy as a reaction to an enemy's attack, taking the enemy damage.
- Voracity: This technique is one of the reasons why Eldritch Blades are seen as bloodthirsty monsters rather than a warrior subtype. As part of your attack you can spend 3 soul points and force the creature you attacked to make a constitution saving throw. On a successful roll, nothing happens. On a failed roll, you brutally tear off one of the creature's limbs other than the head (you choose which limb) and devour it in a grotesque manner, even devouring part of the target's soul. This causes you to heal the damage dealt in that attack, double the damage, and steal 1/4 of the target's maximum hit points, its AC, its stats, and its DC, but the stolen stats cannot exceed 30. If this attack reduces the target to 0 hit points or the target has obtained a natural 1 on the saving throw, you instantly kill the target, because you tear out a vital organ from the creature (heart, brain, etc.) and the stolen profits are doubled. The target of this attack is Frightened and paralyzed for 3 turns. If the creature is immune to being frightened, then it will have to make a roll so that it is not affected by the most ancient fear of living beings, the fear of dying. This technique does not work with undead that do not have a soul (this technique could affect vampires for example) or constructs that are not made of flesh (like the flesh golem for example)
the creature permanently loses everything mentioned above, and only with a greater restoration spell and in that case the caster has to make a roll using his spellcstiong modifier against a roll from you using your BA. If you win the duel of this roll, you will realize that the creature victim of this technique was regenerated and you will stop its regeneration. If you fail the duel, you will lose all of this creature's stolen buffs and the creature will regain the same.
- Soul Step: you can spend 2 soul point to use Misty Step as a bonus action (Becomes chainless at 17th level).
4th chain
- Crimson Sequence: you can spend 2 soul point to hit an enemy with a heavy kick (+3 damage) and two punches as an action. If the enemy is Large or smaller, the creatures lifts up 10 feet in the air per hit.
- Overlimit Burst of cuts: when you hit both of your Burst of Cuts you can make an additional four attacks, but enemies gain advantage on attack rolls against you until next turn. if you use the hability of ungraspable, you can do two additional attacks
- Soul Shield: your soul protects you. You can spend 1 soul point to cast Shield as a reaction.
- Soul Aura: you channel your Soul through your aura. You can spend 2 soul poins to use Crusader's Mantleas an action.
5th chain
- Quick Dodge: you can spend 1 soul point to aplly Dodge to one nearby creature as a bonus action.
- Predator: you become the apex predator of the battlefield. spending 3 soul points and as an additional action your attacks pass through resistances and immunities, and if they don't have any of these, they count as vulnerable to your attacks, you also have resistance to all types of damage, except radiant and psychic. this state lasts for one minute and when it ends you are stunned for one turn.
- soul Quake: you use your chi to shake the ground. You can spend 2 soul points to use "Earth Tremor" (as an action), as a Third Slot Magic and the creatures have disadvantage in the dexterity saving throw.
- End of the hunt: you make a devastating attack on your prey, thus ending the hunt. spending 2 soul points, if the creature you target with this attack has hp equal to or less than the equivalent of ten times your BA Bonus and SA Bonus, you brutally halve it, dying instantly.
6th chain
- Last Hunt: As an Action, your body swells with soul, You can spend 6 soul, You transform your whole soul into the head of the beast that lives within you, preparing to make the last and most glorious hunt that a predator can make. This head flies forward in a 30-foot wide line up to 100 feet away. Each creature in that line must make a Dexterity Saving Throw, on a failed save, a creature is pushed to within 10 feet of the target point, on a successful save, the creature isn't pushed. After this forcible movement, the dragon explodes into an enormous shockwave. Each creature in a 30-foot radius must make a Dexterity Saving Throw again, on a failed save, a creature takes 20d12 thunder damage and 20d10 fire damage, 20d8 force damage and the equivalent in damage of all the attacks that you could have made in that turn and is pushed 30 feet away from the center from the blast and is knocked prone. On a successful save, they take half damage and aren't pushed or prone. In addition, unsecured objects that are completely within the area of effect are automatically scattered away by the blast and it emits a thunderous beast roar audible out to one mile. Any creature that is reduced to 0 hit points by this ability turns to ash and can only be revived by the "wish" spell after 10 years after the creature died. Once you use the "Last Hunt" technique, the chains effect immediately ends and your body gets Burned. All creatures that have been able to hear the last roar of this ability and consider themselves hunters (whether by instinct or that is their job) will roar, as they noticed how a great hunter carried out his last hunt.
- Apex Predator Fury: overcharging your punch with soul you cause great damage in a short area. You can spend 3 soul points to use Destructive Wave. This Ability can only be used three times per long rest.
blade of the Undying[edit]
<!-Introduce this subclass here->
- Death Knowledge
Starting at 3rd level of this subclass, you gain access to all spells from the necromancy school, regardless of class. as usual you must have access to the level of the spell and have it equipped to be able to use these spells
- Elder knowledge
At 3rd level, you gain advantage on any rolls involving seeking or recalling information related to the school of necromancy, death, and undeath in general.
- Necro-arcane fighting
Starting at lvl6, you can add a touch range spell to your attack action with your eldritch blade as a free action, but you must spend soul points equal to the spell's level in order to use this feature.
Also, you no longer need to breathe, or sleep, but you still need to rest and you need to eat and you gain vulnerability to radiant damage.
- Necro-empowerment
By the time you reach 9th level, your powers and mastery of necromancy have increased significantly. your creature type is now undead. You gain resistance to necrotic damage and become immune to poison damage and the poisoned state. you no longer need to eat and a long break lasts only 4 hours of light activity. this can be reading, talking to other creatures or walking a little. Also, your undead presence has increased so much that it is impossible to hide, making you the target of those of pure heart. while your alignment isn't necessarily evil, all creatures within 60 feet of you will immediately notice your presence. creatures with a good alignment will try to kill you if they have the power, but if they don't they will just try to hinder your plans or actions as best they can. For this you will have the ability to hide your true being, becoming a humanoid with common features. This transformation also suppresses your death aura, but this transformation will disappear if within combat you are reduced to less than half your maximum hit points, if you are under a lot of stress, when you are damaged by radiant damage or if you want it to be disappear.
In addition, when you deal necrotic damage by any means, you add your SA Bonus to the damage.
- Beginning of the Necro-lord
reaching 11th level, you get the following benefits:
soul eater: When you kill a creature that has a soul, you devour it and store it. You can consume consume as many souls as you want, recovering a number of soul points equal to the CR of the creature you consumed (minimum 1).
Evicrate Souls: When your attacks deal necrotic damage, they also permanently damage your creatures' souls, causing the necrotic damage dealt to reduce the target's maximum health if they have a soul. if the creature does not have a soul this effect does not apply to it.
Soul Defense: Necrotic-type damage dealt is also converted to temporary hit points on you.
- Retinue of the Lifeless
Upon reaching 15th level, you become the embodiment of death, and those who do not belong to the living will serve you. all undead with a CR equal to or less than the sum of your SA and BA Bonus will obey your orders without question. If the undead creature has an amount of intelligence equal to or greater than your SA Bonus, it will not be completely under your control, however it will see you as a friend and treat you the best it can unless you tell it to. attacks, since this effect will be deactivated on the attacked undead.
- Death Zone
Upon reaching 17th, within 100 feet of you, you begin to summon shadowfell itself into battle. You can use this ability only once per long rest, and the ability goes in phases. the ability phases up for each round you have it active, until it reaches its maximum point. During the use of the Dead Zone, you must maintain the concentration of the skill, but when it is completed in the last phase, it will last 10 minutes and no longer require concentration. the effect of each phase will be detailed now.
First phase: the area begins to be surrounded by a gloomy cold, which nullifies the positive energy. no creatures can heal within the zone, and any healing effects you or another creature you allow will be converted to temporary hit points.
Second phase: the souls of those within the kill zone are afflicted with a huge discharge of negative energy. all creatures you choose become vulnerable to necrotic damage while inside the zone. if the creature was already vulnerable, then it takes x4 damage and if it had immunity it is nullified.
third phase: the vitality of the creatures within the zone begin to be drained. all creatures of your choice within the Death Zone are forced to make a Constitution saving throw at the start of each of their turns. they have disadvantage if the creature is alive. On a failed saving throw, creatures lose 1d6 of their Constitution modifier and take three times your SA bonus in necrotic damage. on a successful save, they lose no constitution and take half damage (rounded up).
fourth phase: the shadow of death will loom over the area, leaving weak minds in panic. The entire area will be surrounded by magical darkness, where no light source can illuminate anything within the area, but you and the creatures you want will not suffer this effect. In addition, all creatures with equal or less SA than you must make a Wisdom saving throw. on a failed roll, the creature is frightened and paralyzed for 3 turns. on a successful roll, nothing happens.
fifth phase: those who have died by your sword will rise as warriors at your service. You can spend the soul of a creature you have consumed to summon it into the zone as an action. This creature will be exactly the same as it was in life and will follow your orders to the best of its ability.
sixth phase: shadowfell has fully manifested. all the creatures that are inside the Death Zone and that you choose, once for each of their turns will receive necrotic damage equivalent to 20% of their maximum life.
- Death Lord
At 20th level, you reach the pinnacle of undeath. You become immune to necrotic damage. all your damage rolls that deal necrotic damage deal an additional 5d10 damage. choose a lvl6 and 7 necromancy spells. you can use these spells without spending spell slot once per-short rest. Finally, if you are killed, you can spend a number of souls that is equal to your level to prepare a resurrection. When you do this, all your items along with your body will turn to dust and you will appear in shadowfell, where your regeneration will begin. In 1d4 days, your regeneration will complete, and you will teleport to the material plane to the place where you died, or another place the DM allows.
- Undying Abilities
* Undead Reinforcement: By spending 1 soul point, as part of your attack action, you deal an additional 1d8 necrotic damage and recover in temporary hit points equal to the damage dealt.
* Grim Servant: As an action, spending 1 soul point, you turn a dead creature that you can touch into your servant. this creature will rise as undead and have abilities similar to the one it had in life, but at the DM's discretion, this creature will have a reduced version of the power it had in life. The creature, also at the DM's discretion, will have a limited memory of the memories it had in life and will speak the same languages it spoke in life. you can have a number of ghoulish servants equal to your SA Bonus
* Resistance Transfer: as an action and by spending 1 soul point, you give resistance to necrotic damage and gain false life points equal to five times your SA Bonus for 1 hour
* Ghost Step: Spending 1 soul point, at the start of your turn, you can magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. this state lasts for one minute, and also while this effect is active, you gain resistance to all non-magical damage
* Necromancy Empowerment (lvl7): If you use a spell that deals necrotic damage, you can spend 2 soul points to deal the maximum damage the spell can do.
* Call of Knowledge (lvl7): By spending 1 soul point, you can search for a specific knowledge that a dead creature could have had and you can be in contact with its body or soul. At the DM's discretion, you'll learn what this creature knew about the specific thing you're looking for. the information can come as thoughts, emotions, visions or sounds. if the creature doesn't have any knowledge you seek, the ability is cancelled.
* Shadow Lair (Level 7): By spending 1 soul point each day, you create a shadow demiplane where only your ghoulish servants can be. The entrance to this demiplane is right in your shadow and whenever you want they will leave the demiplane.
* Improvement of the Undying (lvl9): you can improve the Grim servant that you have by spending soul points, this can only be done between rest or lasting 10 minutes to do it individually. This improvement could be, for example, improving a common and ordinary Wolf to a Dire Wolf, or a bodyguard to a sentinel. the cost of these upgrades is at the DM's discretion, and you also can't upgrade a creature to be as strong as you are.
* Life Obliteration (lvl9): As an action and spending 2 soul points, you imbue your eldritch blade with negative life-withering energy. Your weapon will deal an additional 1d10 necrotic damage for every 50 maximum hit points it has (example: a creature with 200 maximum hit points takes an additional 4d10 damage), and you gain a +1 bonus to attack for every 5 AC it deals. have (example: if a creature you attack has 25 AC, you will gain a +5 to the attack roll). This ability lasts 1 minute.
* Assured Death (lvl9): When a creature that had been reduced to 0 hit points uses any technique to avoid dying, you can as a reaction and spending 2 soul points make an attack against the creature. if the attack hits, you cancel the ability and the creature dies.
* Deadly Presence (Level 9): As an action and by spending 1 soul point, you release the energies of death in a 60 foot area. each creature within the area of the ability must make a saving throw or be frightened and paralyzed for 2 turns on a failed save. on a successful saving throw, the creature is neither frightened nor paralyzed. For creatures that are frightened or paralyzed by this ability, your attacks are automatically critical.
* The Flesh is Weak (lvl9): As an action and spending 2 soul points, you make an attack action. for each attack hit, the enemy must make a force saving throw. On a failed saving throw, the enemy loses 1d8 strength stats and you gain the same amount of strength stats. With this feature, you cannot go above 30 in your Strength stat. If the enemy succeeded the saving throw, nothing happens.
- Denial (lvl13): You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can spend 1 soul point (no action required) to have 1 hit point instead.
* Raise Again (lvl13): You make your grim servant rise again. As an action, you can revive all Grim Servants that have been dead for no more than 1 day to fight again. these grim servants will have half their maximum health and you will not be able to use this ability anymore with the same grim servant. for each grim servant, this skill will consume 1 soul point (example: 5 revived grim servant = 5 soul points)
* Cursed Bind (lvl13): As an action and spending 3 soul points, you bind yourself to a creature you can see within 60 feet of you. that creature will take half the damage you take as necrotic damage, and this damage can't be reduced by any means. If the creature does not want to be attached to you voluntarily, this creature must succeed on an Intelligence roll or be forcibly attached to you. on a successful saving throw, the ability is cancelled. This ability ends after one minute, if the attached creature receives a remove curse, or if you or the attached creature is reduced to 0 hit points.
* Ghost Attack (lvl13): your attack pierces the veil of the physical, becoming an attack that goes through the physical and spiritual plane at the same time. As an additional action and spending 2 soul points, your attack will ignore any type of AC other than natural, and any protection magic effects will have no effect either. On a hit, this attack deals x2 damage if the creature has a soul, but deals normal damage against targets that don't have a soul, such as constructs and undead.
* Ghastly Reincarnation (lvl17): When you die, by spending 4 soul points you can turn your body and items to dust, and reincarnate into one of your grim servants on your next turn. The Grim Servant you reincarnated as changes shape to exactly what you had in your normal body, and your items appear along with you.
* Rain of Death (Level 17): As an action and by spending 5 soul points, you create a black bolt in your hand which you shoot into the air and 12 black bolts 100 feet long and 20 feet wide at a 150 foot range. A creature within lightning range must succeed on a Dexterity roll or take 8d10 necrotic damage, 8d10 lightning damage, and 5 times your SA Bonus on a failed saving throw. On a successful saving throw, it takes half damage. a creature that has been reduced to 0 hit points will become a grim servant. Grim Servants gained by this ability do not count towards the maximum number of Grim Servants you can have, but they do disappear after 1 day.
* Assured Death (lvl17): When you depend on your meat, you only have weak points, such as vital organs. When you get a natural crit on an attack, you can spend 4 soul points and pierce through the spirit plane through the target's body and materialize it again on the material plane, then rip out the target's heart. if the target cannot survive without their heart, they die instantly. in case the target has no heart, or has a way to survive without its heart (example: if it has more than one heart) it takes 10 times more damage from this attack.
Timeless Blade[edit]
- Time Anomaly
When you reach the 3rd level, your existence is already ephemeral, something that should not exist, but you refuse impermanence. In order to continue to exist, you created an anchor of reality, which prevents your existence from getting lost in impermanence. This anchor is your eldritch blade, and as long as it exists, so will you. Should your eldritch blade be destroyed, you will be sucked into the void of existence, but you will not die, though you will be lost in non-existence. You can only get out of there if you find another temporary anchor.
Also, thanks to your anomalous existence, your creature type counts as an aberration.
- Destined Events
at 3rd level, You learn to see through the veil of time, having the slightest ability to know what could happen with particular actions. When you take a long rest, roll a number of d20 dice equal to your SA Bonus and keep the result of each one. You can exchange the result of any roll, either yours or another creature, with the result of one of the rolls you made and saved. You can use this function before or after making the roll, but you must exchange it before you know if the roll succeeded or failed.
- Circle of the Impermanents
Upon reaching 6th level, you gain the ability to access the circle of impermanents. This circle is not literally accessed, it is rather a mental connection that you can have with other beings from other timelines which, like you, are time anomalies. They are usually just alternate versions of yourself, but at the DM's discretion this can vary. You can only access this place if you spend 1 hour of concentration, which you can do in a break. In the circle, information can pass that the other members may know, but this information can come from any time, because the circle of the impermanent is timeless, all the members can be from the past, present or future.
- Timeless Reduction
At 9th level, You can slow down the damage received, gaining you more life time. As a reaction, you can make the damage received on your turn not affect you instantly, but it will accumulate. Throughout each of your turns, the equivalent of 20% will instantly affect you as force damage, and this damage cannot be reduced in any way. Over the course of 5 turns, you will take all accumulated damage. You can use this feature a number of times equal to the SA bonus and you regain all uses within 1d6 days.
- Timeless Improvement
At 11th level, your contact with time permanently changed your being, making it more resilient. You gain resistance to force damage and psychic damage. Also, you can't age and any effects that affect time have no effect on you. Also, you supernaturally know exactly what date of time you're in, and it's up to the DM's discretion.
- Rewind
At the 15th level, you can turn back time for yourself, making you in the best state you were in before. As an action, you gain the benefits of a long rest. you can use this ability only once per long rest.
- Temporos Sight
At 17th level, you have seen even beyond the abyss to which you belong, being able to see the future snapshots ahead. You are constantly under the effects of Foresight's spell, and whenever you are in the abyss, you will be able to see random destinations from other timelines, but you will not be able to go to any of these.
- Time void
you become one with the void, rising above creation and time. you find peace with the notion you'll never truly be part of this world again. You understand that you are part of the void and return there for years to meditate and absorb its power. You no longer feel trapped there. You return to the same point you left strong, calm and a bit distant, you've missed your comrades who never knew you were gone. Through the void, you can also go to other timelines. and also, you can bring another version of yourself that is willing to help you as an action. What power or different things this alternate version of yourself has is at the DM's discretion. The alternate you lasts one day in your timeline, and after this time your alternate self will return to its timeline. You can only do this once per long rest.
Timeless Blade Abilities[edit]
* Speed Up/Slow: You manipulate the wave of time to speed up or slow yourself or a creature you can see within 30 feet. spend 1 soul point, and as a reaction you can impose advantage or disadvantage on any roll made by the creature you have chosen.
* kronal annulment: annul through time, the reflexes of a creature. as part of a hit attack you make, you can spend 1 soul point to halve the speed of the creature and it will also not be able to use reactions until its next turn.
* timeless spell: you stop the time of a spell that you yourself cast. you spend the same number of soul points as the spell level. if it is an instant spell, it will last frozen in time for 10 minutes, but you can increase this time by 10 more minutes by spending 1 soul point. if it is a duration spell, it stays indefinitely, but you will have to spend 1 soul point for each day you want this spell to last.
* Short Temporary Stop (lvl5): By spending 2, as a reaction soul points to another creature taking an action, bonus action, reaction, opportunity attack, movement, etc., you quickly stop the flow of time for everybody except you. No time passes for other creatures and you are able to move half your running speed, take 1 action, and not take any bonus actions before the flow of time is restored.
This Ability ends if the action you take during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the ability ends if you move to a place more than 10 feet from the location where you cast it.
* Acceleration (lvl5): As a bonus action and by spending 2 soul points, you accelerate the flow of time on yourself. you gain an extra additional action or an extra reaction (your choice) for one minute.
* timeless knowledge (lvl5): choose a structure or an object, spend two soul points and after channeling this ability for a minute, you can see through that object what happened no more than a week ago.
* slow time (lvl9): as an action and by spending 3 soul points, you slow down time, giving you more leeway. you have two turns instead of 1, all attacks against you have disadvantage, and you have advantage on attack and saving throws. when this effect wears off, you gain 2 fatigue points and are stunned for 3 turns.
* Timeless End (lvl9): You accelerate a debuff you are suffering to the point of its end. As an action, you remove any status effects or debuffs you are suffering from.
* Timeless Penalty (lvl9): You place the weight of time on a creature of your choice within 60 feet. This creature must make a Constitution saving throw or take a penalty on all its saves equal to your SA bonus. on a successful roll, nothing happens. this effect lasts 1 minute and the target can reroll the rolls using their action to end the effect
* Veil of Time (lvl13): You conjure a square of stopped time directly in front of a creature within sight. The field of stasis covers a square 15 ft. x 15 ft. in area facing in any direction and lasts until its duration is up. Upon being shielded temporarily, the target is made aware of the dimensions and orientation of the stasis shield, along with its being magical, though not its exact nature.
Any creatures, objects, substances, spells, and energies that come into contact with the square of stopped time are themselves stopped in time and functionally petrified, unable to be moved by an internal or external force, unless you decide not to. As well, velocity from before the target was put in stasis is applied while in stasis, and any energy or velocity exerted on a victim in stasis is applied all at once when the shield of stasis dissipates.
* Paradox (lvl13): You lock a creature in a time loop. spend 5 soul points, and as an action you choose a creature within 60 feet of you. That creature must succeed on an Intelligence saving throw or be looped on a failed saving throw. to the creature, it won't appear to constantly repeat time, but any damage it takes will be retained. also while in the loop, it will stay doing the same thing it did in its previous turn to be in the loop. the loop lasts one minute, and the creature can repeat the saving throw on each of its turns.
* Time Skip (lvl13): When you find yourself in danger, you can rewind your time to the point where you were safe. As a reaction and spending 3 soul points, you roll back your own time two turns, recovering anything you lost, but your soul points before rolling back time and your current hit points stay the same.
* Out of Time (lvl17): As a reaction and spending 4 soul points, you become completely intangible, as you step out of time itself, making you appear to be there, but you're not. You can not take or deal any damage until the beginning of your next turn.
* Time skip (lvl17): As an action and by spending 7 soul points, you stop the flow of time for everyone except yourself. This technique works like the time stop spell but has none of its limitations.
* Time Travel (lvl17): You have mastered time control so much that you can now travel through it. You can travel to any point in time you want, but you can only travel to a point in time where you already existed. You can stay at that point in the timeline for as long as you like, and to return to your current point in the timeline, you must use the same technique to return. This technique protects you from temporal paradoxes, but the DM will take care of saying what are the consequences of your actions in your present.
Blade of the Primordials[edit]
Those who embrace this path seek their strength through the primal elements. a power that was the energy that forged the world in its first days, making terrible catastrophes on the battlefield.
Bases of the Elements[edit]
Starting at the third level, your path as a dominant of a primordial element begins with the main foundation, the choice of your element and you gain access to the techniques of your chosen element. choose between the following:
*fire: you gain resistance to fire damage. Now you can withstand extreme cold and heat. Your damage dice with your Eldritch Blade are doubled
*water: you gain resistance to cold damage. You can withstand extreme cold and heat. You can last indefinitely without breathing as long as you are underwater.
*wind: You no longer take fall damage, you gain flight speed equal to your movement speed. Whenever there is air in the environment you have advantage on dexterity, strength, and wisdom saving throws.
*earth: you gain resistance to slashing, piercing, and bludgeoning damage. Your maximum hit points are doubled and you gain 10 hit points each time you level up. Your carrying capacity is doubled and you gain a bonus to all your Constitution and Strength rolls equal to your SA bonus.
*electricity: you gain resistance to lightning damage. your movement speed is doubled. Your critical chance is reduced by -1, this is repeated at level 7, 12 and 17.
*light: you gain resistance to radiant damage. you gain immunity to the blinded status. you gain 30 feet of blindsight.
*darkness: you gain resistance to necrotic damage and poison. you gain poisoned status immunity. You get 60 feet of magical dark vision.
planar link[edit]
Because you manipulate the elements in a special way, you will always be tied to the planes where your powers come from. At third, your type of creature counts as an elemental, in addition to what you already were. When you are on death's door saving throws, you have disadvantage on the rolls and when you die your soul will travel to the elemental plane they used, making you unable to be revived by any means except by a spell of 7th level or higher.
Elemental Postures[edit]
At 6th level, you gain access to special stances that boost your elements. These special stances provide unique benefits to each element, allowing the user to strategically adapt to various combat situations.
* Fire: Dance of the Eternal Flame: Adopt a dynamic posture that intensifies your connection with fire. While maintaining this stance, your fire attacks deal additional damage equal to your eldritch blade die, your attack bonus is doubled, and each attack hit causes the target to gain a charge of fire. If the target gains 5 charges, they gain vulnerability to fire damage and cannot regain hit points for 1 minute.
*Water: Embrace of the Tranquil Wave: Assume a posture that tunes you to the currents of the water. During this stance, your AC increases equal to your SA bonus, and you gain the ability to purify negative effects while channeling water energy, being able to remove a status effect from yourself or a target within 60 feet of you an equal number of times. to your SA bonus. You also get an extra bonus action.
*Wind: Grace of Serene Flight: Adopt a posture that harmonizes your being with the wind currents. While maintaining this stance, your movement speed increases equal to 4 times your BA bonus, your movement does not generate attacks of opportunity, and your movement speed cannot be reduced by any means. Also your attacks with your eldritch blade gain advantage on attack rolls and their range increases by 60 feet.
*Electricity: Fulminant Resonance: Enter a posture that synchronizes your energy with electricity. During this state, you gain an extra turn, and when your attacks hit an enemy, this enemy loses the ability to use their reaction or additional action (of your choice) for one turn. Enemies with any metal objects have a disadvantage on all rolls for one turn after receiving an attack from you.
*Earth: Firmness of the Rock Bastion: Adopt a posture that connects you deeply to the earth. While maintaining this stance, you reduce damage taken by half, making you immune to being knocked down, grappled, or stunned. Additionally, attack rolls, damage rolls, and saves gain a bonus equal to your BA bonus. While on the ground, you get 60-foot range Thermosense.
*Light: Divine Radiance: Enter a posture that aligns you with pure light. During this stance, your abilities double their damage against aberrations, undead, and demons, and you gain resistance against all attacks coming from these creatures. Your speed increases equal to 5 times your BA bonus, you gain flight speed, and you generate intense light within 60 feet of you.
*Darkness: Surrounding Shadows: Adopt a stance that immerses you in the shadows. While maintaining this stance, your dark attacks are more lethal, causing your critical attacks to deal triple damage, instead of double. You gain the ability to become invisible while in a dark place and can teleport through dark places or shadows a number of feet equal to your movement speed. you generate 60 feet of darkness around you.
The postures last 1 minute and you have a number of uses equal to your BA bonus.
Primordial Manipulation[edit]
Upon reaching 9th level, you gain advanced manipulation of your chosen element so that once per turn as a free action, you can manipulate your element in the manner described in its description, but you can manipulate it again as an additional action or reaction.
*Fire Element: Infernal Domain: With Infernal Mastery, the user can manipulate fire with unparalleled precision. It can increase the temperature of fire to extreme levels, causing all creatures within 60 feet of you to make a Constitution saving throw or take one level of exhaustion. You can turn the fire you generate into laba or suddenly cool it to form super concentrated blue flames. Additionally, he has the ability to create and dissipate fire at will, even from nothing, allowing him to control fire in all its forms.
*Water Element: Aquatic Mastery: Aquatic Mastery gives the user complete control over the water. It can change its state, turning it into solid ice or vapor instantly. Additionally, it can create water from nothing or dissipate it completely. This advanced ability allows you to manipulate not only existing bodies of water but also generate water in environments where there is no visible source.
*Wind Element: Aerodynamic Manipulation: Aerodynamic Manipulation gives the user complete control over the wind. It can increase or decrease its speed, change its direction, and alter its temperature. Additionally, it has the ability to generate high-speed wind gusts or calm breezes at will, even in the absence of natural wind.
*Electricity Element: Lightning Control: Lightning Control allows the user to manipulate electricity with precision. It can increase or decrease the intensity of lightning, change its direction and generate electricity from nothing. Additionally, he can dissipate electric fields or redirect lightning, granting complete control over this powerful force.
*Earth Element: Telluric Molding: With Telluric Molding, the user can manipulate the earth in an exceptional way. It can alter its consistency, turning it into quicksand or rocks as resistant as steel. Additionally, he can generate dirt from the ground or make it disappear at will, allowing full control of the terrain.
*Light Element: Luminous Essence: The Luminous Essence grants the user supreme control over light. You can modulate the intensity of the light, change its color and direction, and create light from nothing or make it disappear completely. This advanced ability allows him to manipulate light for various purposes, including illusion and camouflage.
*Element of Darkness: Shadow Umbral: With the Shadow Umbral, the user has complete mastery over darkness. He can thicken or disperse shadows at will, altering the perception of the environment and generating darkness in fully lit places. Furthermore, he can make darkness disappear completely, allowing complete control over the lack of light.
These advanced abilities allow for complete manipulation of each element, granting the user precise control and the ability to generate or dissipate their respective element at their will within a range of 90 feet. In addition to this, you become immune to the damage type of your element and can change the damage type of your spells and attacks to that of your specific element. Spells that already deal the damage type of your chosen element gain an additional bonus equal to your SA bonus to attack and damage, and targets receive a penalty to saving throws against these equal to SA bonus.
Elemental Recovery[edit]
Upon reaching 11th level, at the beginning of each of your turns, you regenerate 1 soul point if you have less than half of your maximum soul points.
Element Expansion[edit]
By reaching 15th level, your control of your element has brought you to such a point of bond that you have even managed to manifest its mere primordial existence on the battlefield. These techniques only learned by the elites of the elemental masters are known as the dominoes. You gain the ability to activate your mastery as an action and by spending 10 soul points. In addition to that, you gain absorption of the type of damage that your element has made you immune to.
Multi-Primordial Mastery[edit]
By reaching 17th level, your elemental mastery has allowed you to transform other elements into your own. Choose 6 techniques from another element other than yours. These techniques now count as your element's, they do the same damage as your element's, and they do not count towards your space limit of techniques you can use. Additionally, you will add your SA bonus once in addition to your technique attacks and your technique save DC.
Primordial Living Manifestation[edit]
By reaching the 20th level, you have reached the pinnacle of elemental mastery, making your mere existence one with the element you possess. You gain access to the ultimate technique of your element, you can use up to 2 techniques of your element other than the elemental expansion or the ultimate as a free action. An area of your elemental expansion remains permanently active after you activate it, or until you decide to use the technique elsewhere.
Elemental Techniques[edit]
Water Element[edit]
* Water Wall: Spending 1 soul point as a reaction summons a 20-foot-long, 10-foot-high wall of solid water to block enemy attacks. The wall will block any projectile attack or an area attack (fireball for example) and creatures that attack melee will have to make a strength roll. On a failed roll, in addition to failing their attack, they will be pushed back 15 feet by a current of water and will be knocked down. On a successful saving throw, you will only miss the attack and will not be pushed or knocked back.
* Healing Channeling: Using water as a conductor, the user channels healing energy through their allies. As an additional action and by spending 1 soul point, you can choose up to 5 creatures allied to you. Creatures regain 2d8+ your SA bonus hit points and remove 1 status effect from the target. You can spend additional soul points to make creatures regain 1d8+ your SA bonus and remove another additional status effect equal to the number of additional soul points used.
* Trapping Vortex: as a cation and spending 1 soul point, Generates a 40-foot vortex on the ground that hinders the mobility of enemies, reducing their mobility by half. Each enemy within the vortex must make a Constitution saving throw or be knocked down and dragged to the center of the vortex. All creatures within the vortex will take 4d10 bludgeoning damage +2 times your SA bonus, will be restrained and immobilized, and will be drowning. The vortex lasts one minute and the creatures can repeat the roll on each of their turns, but if they are in the center of the vortex they will make the roll at a disadvantage. You can spend 1 additional soul point to increase the area of the vortex by 10 feet and 1d10+ your SA bonus for each soul point spent.
* Hydro Needles (lvl7): Turns water into sharp needles and shoots them at enemies. as an action and spending 2 soul point and as an action, in a 60-foot cone, all enemies must make a dexterity saving throw or take 4d6+ 2 times your HS slashing damage bonus. You can increase the damage of this technique by 2d6+ your SA bonus for each soul point spent.
* Healing Surge (lvl7): for 2 soul points and as an action Create a wave of healing water to revitalize nearby allies. Restores 4d8 +twice your SA bonus hit points to all allies within 30 feet for one minute. This area is incredibly cold for your enemies, dealing exactly the same amount of cold damage to all enemies within the area. You can increase your bonus healing and damage dealt by 2d8+ for each extra soul point used.
- liquidation (lvl7): spending 2 soul points and as an action you transform completely into water for one minute. While in this state you will be immune to any non-magical attacks and resistant against all magical attacks. While in a body of water, it will be completely impossible to distinguish or detect you and you can pass through gaps at least 1 inch wide. After the minute of the skill, you can spend 1 more point to continue the transformation without needing to finish the technique.
- Hydro shot (lvl13): you concentrate a lot of water in a sphere the size of a drop, making an ultra-fast and practically imperceptible shot of concentrated water that passes through even the strongest defenses. As an action and spending 3 soul points, choose a row of 5 within a range of 120 feet. All creatures must succeed on a dexterity saving throw or receive the equivalent of 5 attacks from your eldritch blade dice + 3 times your SA bonus force damage. The shot passes through any surface and metal, and magical barriers such as walls of force have no effect on this technique. The creature also cannot react to try to dodge this attack, unless the target has the same amount of passive perception as your skill DC. You can increase eldritch blade dice + your SA bonus healing and damage dealt for each extra soul point used.
* Mirage (lvl13): as an additional action or reaction and using 3 soul points you create a mirage of yourself, while you become part of the water around the area. The mirage will act exactly like you and will be able to do everything that you could already do. When your copy's hit points are reduced to 0, it will disappear and you will gain a bonus to your next attack equal to the hit points your clone lost during the time it was active. You can spend 2 soul points to make another copy for every two points spent.
* ice mirror (lvl13): as a reaction to a spell attack or a ranged attack and using 2 soul points you create a mirror of pure ice. It deflects and reflects received spells back towards the one who created them, as if it had been aimed at itself. When you summon this mirror, it lasts for 1 minute and you can use this reaction again without spending additional soul points for the duration.
* Grand tsunami (lvl17): you create a gigantic destructive wave that sweeps away everything and everyone in its path. As an action and spending 4 soul points you generate a wave 40 feet high and 80 feet long that destroys everything it finds in a 200-foot line. All creatures in the path of the wave must make a strength saving throw or be swept away by the gigantic wave and take 26d10 + 10 attacks from your Eldritch Blade Focus + 10 times your SA bonus bludgeoning damage. All structures in the path of the wave will receive 3 times more damage. If the wave collides with any structure that has not yielded to the wave, all creatures will receive double damage. You can spend additional soul points to add 4d10 + 2 attacks from your Eldritch Blade Focus + 2 times your SA bludgeoning damage bonus for every 2 soul points spent.
* Shell of Pure Ice (lvl17): as a reaction and spending 4 soul points you generate an impenetrable ice barrier that makes you completely immune to any type of damage and all status effects. You will remain frozen for 1 turn where you will also recover half of your maximum hit points and then you will be instantly unfrozen without any of the status effects that you may have previously suffered. You can use this technique on another creature within 60 feet that is willing.
* March of the Furious River (lvl17): as an action and by spending 4 soul points you create an intense current of water that goes to the sound of your march and your Eldritch Blade Focus, which unleashes the wrath of the most fearsome river. When you use the ability your movement speed doubles and each turn you will be forced to make an attack action with your eldritch blade focus in which you will always make a movement action as part of the attack. For every 10 feet of movement you make while the ability is active you will add 1 additional attack and +1 to attack and damage. This ability lasts one minute and stops the moment you stop moving, do not attack anyone on your turn.
* Elemental expansion. Reverberation of the Emperor of the Seas: It is an ability that allows the user to expand the elemental plane of water gradually, intensifying with each phase. The more range the area has, the range of all skills will also increase, making all your skills have a range equal to the terrain of your expansion. The expansion is divided into six phases, demonstrating a growing influence of the aquatic domain:
- Phase 1 - Initial Drop:**
- It begins with the appearance of drops that moisten the environment. Creates an area 40 meters in diameter with a slight increase in humidity and haze, making enemy vision difficult. The area begins to flood, creating difficult terrain for all enemies. While the zone is active, you gain temporary hit points equal to 4 times your bonus SA.
- Phase 2 - Meandering Creek:**
It expands the domain to 200 meters in diameter, with streams that provide a continuous source of water and generate flooded terrain. Creatures of medium size or smaller will be completely covered by water. Your techniques reduce their cost by half and techniques costing 1 soul point are reduced to 0.
- Phase 3 - Tranquil Reservoir:**
Expand the domain to 400 meters in diameter, with reservoir areas providing energy regeneration to allies and drowning your enemies. All your allies are unaffected by flooded terrain, gain swim speed equal to their movement speed, and do not need to breathe while underwater. You and all your allies at the beginning of each of your turns will recover a quarter of their maximum hit point, and remove any status effects. All enemies will lose oxygen 4 times faster than normal. all creatures you choose must make a strength roll or be swept away by the water currents, being stunned, restrained, and receiving 8d12+ 5 times you SA bonus. you can decide where they are dragged.
- Phase 4 - Serene Waves:**
The domain now covers 800 meters in diameter, where you are the absolute dominant lord. All creatures of huge size or smaller are completely covered by water. Now you and all allies get a bonus on all your rolls equal to your SA bonus and advantage on all rolls. All your enemies have a disadvantage on all rolls and a penalty on all rolls equal to your bonus. you get an extra action on each of your turns
- Phase 5 - Powerful Swirl:**
The expansion now spans 3,200 meters in diameter, with a whirlpool that draws enemies to the center and deals moderate damage. All creatures within 1000 feet of the center of the area must make a strength saving throw or be dragged toward it, taking 40d12+10 times your SA bonus cold damage. You can now use a single ability per turn at no soul point cost, regenerate half your hit points, and gain omniscient vision within the range of your elemental expansion. you get an additional reaction.
- Phase 6 - Sovereign Flood:**
The final expansion spans 1 mile in diameter, flooding the terrain and causing significant damage to enemies. the water rises 500 feet. All terrain effects increase their damage by 20d12+ 5 times your SA bonus. You can no longer miss any hit and all enemies automatically fail all saving throws from your effects, and if they use legendary resistance, they can only make the saving throw with disadvantage. All your allies will regain three-quarters of their maximum hit points and gain a bonus to all their rolls equal to twice your SA bonus. you get an additional bonus action.
Each phase advances automatically at the beginning of your next turn and this counts as a concentration spell, meaning that if you lose concentration the area is deactivated. When the zone is completed it can last a week without needing to reactivate the ability.
* definitive technique: the 4 guardians of the emperor definitive technique: the 4 guardians of the emperor
as an action and spending 15 soul points, With a majestic gesture, summon the primordial forces of water, giving life to spectral water dragons that emerge from the ethereal depths. These dragons, with gleaming scales and gleaming eyes, float in the air with serene grace, ready to follow your commands.
Dragons are ethereal entities that fuse the essence of primordial water with your own power. All dragons have hit points equal to 3 times your hit points, and have your exact stats with a bonus equal to 2 times your SA bonus. All of your dragons can make an attack action with the same number of attacks you can make, and each of their hits deals 3 times your Eldritch Blade Dice+ 3 times your SA bonus. You can also use the Hydro Shot technique as a bonus action without spending your soul points and its range becomes 10 feet wide and 240 feet long, and doubles its damage.
Fire Element[edit]
Some fire techniques have a special effect known as Ember. Some skills will unlock special effects depending on how many ember charges you have. passively each of your attacks grants a charge of ember to the target. For each ember mark the target receives damage equivalent to the damage of your Eldritch Blade Focus + Eldritch Blade Dice + your SA bonus and a target can have a maximum of charges equal to triple your BA bonus.
*igneous improvement: as an action and by spending 1 soul point you cover your arms with flames that improve your attacks for one minute. While you have this ability active, all your attacks will deal an additional 4d10 fire damage, all enemies that attack you will generate an attack of opportunity that does not require you to use your reaction, your attacks will deal double the number of ember charges, and you gain a bonus. attack equal to the amount of ember the target has. You can spend 1 additional soul point on this ability to deal 1d10 additional damage and an additional reaction attack for each soul point spent.
*Fire barrier: as an additional action and by spending 1 soul point, you completely cover your body with a faint barrier made of fire to protect you from incoming attacks. Your Ca increases equal to half your SA bonus, each melee attack received imposes a charge of ember on the attacker, each time you are attacked in melee the target receives damage equal to twice the charges of ember it has and you transform 1/4 of the damage taken in fire damage, causing your resistance, immunity or absorption to reduce the damage. This ability lasts for one minute. You can add another 3 soul points to make the damage you transform into fire damage go from 1/4 of the total damage to 1/2 of the total damage, your AC increases equal to your full SA bonus and the damage of this ability they receive the creatures that attack you in melee are tripled
*Flaming Adaptation: by spending 1 soul point and as part of your attack action, when you land a hit you can decide to gain temporary hit points equal to the damage dealt. You can spend 1 additional soul point to cause any attack received to deal fire damage equal to the hit points lost from this ability while it is active.
* flaming retaliation (lvl7): as a reaction and spending 2 to an attack within 30 feet, you run at high speed to prevent the creature from finishing its attack. The creature must make a Constitution saving throw or take 8d10 + twice your BA fire damage bonus, be pushed back 10 feet, and have its attack avoided. On a successful roll the creature takes no damage or is pushed back, but its attack is negated anyway. You can spend 2 soul points to be able to deflect the attacks towards their perpetrators, meaning that if they fail the saving throw they receive the attack as if they had targeted themselves. With this improvement it also allows you to try to deflect magical attacks, but in this case you will have to make an attack using your SA bonus against the DC of the creature that made the attack. If you succeed, the spell or projectile is deflected toward the attacker.
* Improved flames (lvl7): as an action and by spending 2 soul points, you make the flames of your attacks much more intense, making your attacks much more lethal. For one minute, all fire damage you deal is doubled, you gain 6d10 additional fire damage on each of your attacks, all your attacks have advantage, and your critical chance is reduced by 1. Your attack range is increased by 1. 60 feet by intense waves of fire.
* ignification (lvl7): As an action and spending 2 soul points you completely transform into living fire. In this state you are immune to all physical damage and resistant to all magical damage. While in this state you can move through any form of fire or flame that is at least 60 feet away (for example, you can teleport from torch to torch while within range) without anything abnormal appearing. While you are inside any source of fire or laba you are completely invisible and anyone who attacks you takes damage equal to 4d12 + twice your SA bonus as fire damage and receiving 1 charge of ember.
* Implosion (lvl13): As an action and by spending soul points, all creatures that have charges of ember within 120 feet of you must make a constitution saving throw with disadvantage or take 5d12+ your SA fire damage bonus for each charge of ember that the objectives have. All creatures within 30 feet of the targets must make the same saving throw without disadvantage or take equal damage on a failed save. On a successful roll they take half damage. You can spend additional soul points to add 2d12 additional fire damage for each additional soul point spent.
* Infernal Pillars (lvl13): As an action and by spending 3 soul points you create 6 pillars 100 feet high and 15 feet wide of pure fire that incinerates everything it touches. All creatures inside the pillars must make a dexterity saving throw or receive 14d10+ 2 times your SA bonus on a failed save and 4 charges of ember. If they succeed on the saving throw, they take half damage and 2 charges of ember. This ability ignores effects that do not take damage if the roll is successful. Creatures that have the maximum number of ember charges will take maximum damage from this ability. You can spend 1 additional soul point to create 1 extra pillar for each soul point spent.
* Igneous Transmutation (lvl13):' you enhance your fire abilities, turning the flames of your spells deep red, or even blue. your and abilities spells that deal fire damage will deal an extra 2d10 damage +your SA Bonus. Additionally, you can choose one of the following effects as an additional effect:
Magma: your attacks become magma, they obstruct your enemies. On a hit fire damage attack, the target of the attack must make a Force saving throw or be restrained for one minute and take 5d6 fire damage on a failed saving throw. the target can make the saving throw at the start of each of its turns. toxic gases: your fire will leave a cloud of residual toxic gas, like the one that can be found in volcanoes. the gas cloud expands within 10 feet of the spell's hit zone, and any creature that enters the gas cloud must make a Constitution saving throw or be poisoned for one minute and take 3d6 fire damage. the creature affected by this gas will also take a penalty on its Strength, Dexterity, and Constitution rolls equal to half your SA bonus.
*will of fire (lvl17): spending 5 soul points, in case you are reduced to 0 hit points or die, your body begins to turn to ashes and on your next turn you will be resurrected under the effects of the resurrection spell. Additionally, when you revive, all enemies in a 30-foot area around you must make a Constitution saving throw or receive 15d12 +5 times your SA bonus and 4 charges of ember on a failed save. On a successful saving throw, they take half damage. Creatures with the maximum number of ember charges automatically fail the roll. You can use this technique as a reaction to use it on a target allied to you and who is willing.
*Fire Dragon (lvl17): as an action and spending 5 soul points you create a gigantic dragon 20 feet wide and 60 feet long made of pure fire. While this ability is active, you and all your allies can be inside the dragon without receiving prejudice. The dragon will be in constant motion, traveling 1000 feet per turn. When the dragon hits any structure or location, all creatures in a 200-foot area must make a dexterity saving throw or take 60d12+, the equivalent of 20 attacks from your Eldritch Blade Focus fire damage and 10 charges of fire damage. ember on a failed roll. Creatures within 100 feet of the impact take double damage. A creature with maximum charges makes the roll with disadvantage and takes maximum damage. On a successful saving throw, the target receives half the damage. This technique, any type of barrier and spells such as prismatic wall or force wall have no effect on this attack, and are destroyed on impact. You and any creatures inside the dragon take no damage from this impact. You can last 1 hour with the dragon until it deactivates automatically or simply by stopping, which will cause the dragon to deactivate without doing any damage.
*Elemental expansion: Crucible of the First Flame: as an action you begin to evoke the power of the first flame, slowly turning the area from it into a true flaming hell. This expansion consists of 6 phases, and each phase advances automatically after one turn. The phases are the following:
-Phase 1- initial spark- The ground near you begins to heat up intensely, creating flames that rise to around 80 cubic meters. All creatures in this area that you choose at the start of their turn take 4d10 fire damage and a charge of ember.
-phase 2- rising ember- The surrounding land begins to simmer, while intense curtains of smoke and ash begin to rise. The area grows to 400 feet, the damage your enemies receive in this area increases by 2d10 and so many flames are created that you cannot see anything. These flames and smoke have no effect on you or your companions. All your techniques and attacks increase by 1d12 for each charge of ember that the enemy you attack has.
-phase 3- devastating fire- The wrath of the fire begins to consume an incredibly large portion of the land, even eliminating any source of light that was not your own flames. The area grows to 800 feet, the damage your enemies receive in this area increases by 2d10, the number of ember charges they receive also increases by 1. Due to the fire, it is impossible for your enemies to breathe, but you and your allies cannot. They suffer for this. All your enemies suffer a penalty to their saving throws, AC, and DC equal to the number of ember charges they have.
-phase 4- hellish storms- The exposure of your smoke and ashes has allowed you to control the nearby atmosphere, making everyone suffer your flaming punishment. the area increases to 1600 feet and the amount of damage your enemies receive in this area increases by 2d10. Within the zone at the beginning of your turn you can choose to create 6 fire tornadoes measuring 40 feet wide and 240 feet high. Any creature within the tornado zone must make a dexterity saving throw or take 10d8 + 1d8 for each charge of ember the enemy has on a failed saving throw and be swept away by the tornado. Creatures swept away by the tornado must make a strength saving throw or continue to be swept away by the tornado and again take the same amount of damage from the tornado. On a successful saving throw the target is not dragged and takes half damage. You can choose where the tornadoes go, and each one can travel a maximum of 60 feet per turn.
-phase 5 -crucible spark- In this phase, the flames reach almost their highest point, charring everything they touch and darkening the sky that approaches them. The area grows to 3200 feet, the amount of damage your enemies receive in this area increases by 2d10, you generate two fire tornadoes and these increase their damage by 5d8. you gain an extra action and all creatures with maximum ember charges always take maximum damage from your attacks and cannot regain hit points or generate temporary hit points.
-phase 6- lifting of the crucible- In this phase, your fiery dominion has reached its peak, consuming everything in its path. In this last phase, the flames begin to burn the magic coming from it, causing part of the terrain in your area to create anti-magic fields at your will. The damage your enemies receive just by being in the area increases by 2d10, you create others. 2 more tornadoes and these deal 5d10 more damage. In this phase, all your enemies with maximum ember points automatically receive all your attacks and fail all your saves without you needing to make a roll, your critical chance is reduced.
Ultimate Technique: Vengeful Flames: As a reaction when you are killed or your hit points are reduced to 0, you can spend 10 soul points and make an intense volley of vengeful fire that will consume those who defeated you. All creatures in a line 80 feet wide, 200 feet high, and with a range of 500 feet must make a Constitution saving throw or take the equivalent of 10d10 for each charge of Ember the enemy has, all damage. that you have received and inflicted in the entire combat multiplied by 3 on a failed roll. The shot passes through any surface and metal, and magical barriers such as walls of force have no effect on this technique. The creature also cannot react to try to dodge this attack. Any creature reduced to 0 with this ability turns to ashes. On a successful roll, they only take half damage.
Earth Element[edit]
Earth elemental techniques have special charges called geo charges. This will serve to give special effects to your techniques and to enhance your natural attributes. Every attack received and your attacks hit gives you a charge. You can accumulate a maximum number of geo charges equal to your SA bonus + your BA bonus. All damage taken is reduced equal to the number of Geo charges you have, your AC and all your saving throws are increased equal to half your Geo charges.
* tellurgic vigor: as an action and by spending 1 soul point you cover your arms with incredibly resistant stone and improve your weapon. For one minute, you gain resistance to all types of damage except psychic, your Ca increases equal to your BA bonus, your attacks increase their damage equal to your BA bonus, and you generate an equal number of temporary hit points at the beginning of your turn. Your Eldritch blade says x the amount of geo charges you have. By spending 3 more soul points, all the aforementioned effects increase equal to your geo charges.
* rock wall: as a reaction and spending 1 soul point you generate a wall of hardened rocks to reduce incoming attacks. Each attack, both ranged and melee, must first pass a check using its attack or spellcasting bonus against your save DC. On a failed roll the attack automatically fails or the spell does not pass through the wall. On a success, he can now continue his attack against you, but his damage will be halved. You can spend Geo Charges to increase the save CD equal to twice the amount of Geo Charges spent.
*tellurgic launch: as an additional action and by spending 1 soul point you generate multiple rocks that are launched at high speed towards an enemy. You generate a number of rocks equal to the number of geo charges you have and can throw them at any target within 90 feet of you. each rock deals 4d10 + your BA bonus bludgeoning damage. For each additional soul point spent you generate more projectiles equal to your geo charges for each soul point spent.
Geomatic Shrapnel (lvl7): As an additional action and by spending 2 soul points you generate a pile of sharp stones that are shot like shrapnel at a chosen location. In a 60-foot cone, all targets must succeed on a dexterity saving throw or take 10d8 + twice your BA bonus + an additional 2d8 for each Geo charge you have of piercing damage. If they succeed on the saving throw, they take half damage. If you are at half your maximum geo charges, all targets have disadvantage on the saving throw and must succeed on a Strength roll or be prone, restrained, and take the same damage from the ability again due to the shrapnel they received. and still embedded in her body, she is quickly dragged to the floor. If the target is in the sky, it takes the same amount of damage for every 20 feet it descends and is stunned on top of that. You can spend additional soul points to increase the damage dealt by this skill by 2d8 + your BA bonus and its range by 10 feet for each soul point spent.
*tellurgic revenge (lvl7): as a free action and by spending 2 soul points you can partially absorb the damage received to use it against your enemy. The attack received reduces its damage by half, and you accumulate this reduced damage. On your next attack or technique you will inflict that same doubled accumulated damage.
*Geofication (lvl7): as an action and by spending 2 soul points you become one with the stone for 10 minutes. You gain 120 feet of tremorsense and can pass through any solid object. While you are inside a solid object it is impossible to detect you and all damage received is reduced by 1/4.
*Metallurgy (lvl13): as an action and by spending 3 soul points you turn all your manipulated stones as strong as adamantine. For 1 minute, all your techniques ignore immunity to status effects, all your attacks and techniques triple their damage, they cannot nullify any of your damage reductions or resistances and you gain the same number of temporary hit points equal to your maximum hit points. Additionally, your critical chance is reduced by -2, and if a creature fails a saving throw from your techniques within 5, this failure counts as a critical fail, dealing double damage. If you are at your maximum geo charges, this ability can be used as a bonus action, your critical chance is reduced by another -2, you gain advantage on all rolls and if a creature fails a saving throw from your techniques with 2 of difference, this failure becomes critical.
*Iron walls (lvl13): as an additional action and by spending 3 soul points you raise a practically unbreakable wall of earth as hard as adamantine for 10 minutes. This wall is an improved version of the wall of force spell and has a height of 80 feet, an area of 120 feet. As an additional action you can change the shape of the wall, being able to divide it into various pieces that serve as cover for attacks, use them offensively to attack your enemies, from using it to crush your enemies or to enclose and compress them within these walls, but This technique has a maximum distance range of 120 feet. If you are at your maximum geo charges, the range and scope of this technique are doubled and you can use it as a reaction. You can spend additional soul points to increase the size of the wall and the range of this ability by 20 feet for each soul point spent.
*good night (lvl13): as an action and spending 3 soul points you concentrate all your strength in a single attack, but first you feint to ensure the impact. Make a single attack towards a creature and if it hits, the creature is lifted into the air for a few seconds and then you will direct a single blow towards the target's face, planting it on the ground. The creature must succeed on a Constitution saving throw or take the equivalent of all the damage you could have dealt in that turn with your tripled Eldrich Blade Focus and be stunned, prone, and unconscious for 1d6 turns. On a successful saving throw, he takes only half damage and is not stunned, prone, and unconscious. If you are at your maximum geo charges, you make the attack roll with advantage and the target has disadvantage on the saving throw.
*earth clone (lvl17): as an additional action and by spending 4 soul points you can create a perfect clone of yourself made of earth, while you become one with the earth around you. The clone is exactly the same as you with the difference that it has twice as many hit points as you and each of its attacks or techniques inflict 3d12 additional damage. This clone cannot be differentiated from yourself in any way and lasts active for one hour. While the clone is still active you will be underground with the same effects of the geofication technique, although if you so decide you may not be. If you are at half of your maximum geo loads, you generate an additional clone, and if you are at your maximum geo loads, you generate two additional clones. Each clone uses your soul points in case they use any technique, and they all have their individual geo charges. You can spend 2 additional soul points to use this technique as a reaction.
*unbreakable (lvl17): by spending 4 soul points and as an action you become completely immune to all attacks and have an automatic success on all saving throws for that turn. You can spend 5 Geo Charges to prolong this effect for 1 additional turn, up to a maximum of 3 turns.
*seismic drills (lvl17): spending 4 soul points and as an action you hit the ground individually, generating a pile of huge stone stakes with an area of 15 feet and 60 feet high in an area of 160 feet. Each creature in the area must make a Dexterity saving throw, taking 30d12 + 20 attacks from your eldrich blade focus of piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also restrained by rock until the spell ends or it frees itself by taking an action to make a Strength (Athletics) check against your eldrich blade save DC and succeeding. The area is also difficult terrain until the spell ends. If you have maximum geo charges, you can increase the damage of this ability by 5d12 + 1 attack from your eldrich blade focus for each geo charge spent.
*Earth Elemental Expansion: Crescent Terrafusion
Phase 1 - Foundational Infusion- The user concentrates their telluric energy to create a small area of influence, solidifying the earth in their immediate surroundings. An initial circle 80 feet in diameter is formed, showing the beginning of terrafusion. This terrain becomes difficult terrain and you cannot be moved against your will. All your attacks take 3d12 additional damage
Phase 2 - Incipient Expansion- The telluric energy expands, increasing the radius of influence to 400 feet. The soil within this area strengthens, becoming stronger and denser. All surrounding land becomes as tough as steel and your elemental manipulation can now be used at will within your elemental expansion zone.
Phase 3 - Telluric Growth- Terrafusion grows in range, now spanning a radius of 800 feet. The earth takes on mystical properties, responding to the user's will to provide additional defense and slow down opponents. All terrain gains wall of force effects and you can now levitate large land formations in the form of large levitating spheres. Any creature larger than your size now gains no advantage on Constitution or Strength checks against you and you gain advantage on Strength, Constitution, and Dexterity rolls.
Phase 4 - Geomantic Awakening- The terrafusion expansion extends to 1600 feet radius. The land now actively responds to the user, allowing instant manipulation of the terrain, such as the creation of elevations, moats, and natural obstacles. The area becomes extremely unstable, causing any creature within the area to make a dexterity save or be knocked prone and take 20d6 + 5 times your BA bonus bludgeoning damage due to large pits, terrible spontaneous generations of earth. On a successful saving throw he is not knocked down and takes half damage. Within the terrain of your expansion you have thermosense and using the ground you can attack from a distance.
Phase 5 - Telluric Domain-
The telluric energy reaches its peak, expanding the terrafusion to a radius of 150 feet. The user has absolute control over the terrain, being able to shape and manipulate it at will. Earthquakes are constantly created along with fissures over 150 feet wide causing anyone who falls through them to take 40d6 + 10 times your BA bonus bludgeoning damage. You gain an extra bonus action and can now control any type of metal within the area, including that in other creatures' objects with your elemental control function. Your critical chance is reduced by 2 and your critical attacks triple their damage.
Phase 6 - Telluric Apotheosis- The technique culminates in the apotheosis of terrafusion, expanding its influence to a 1-mile radius. The earth transforms into a loyal ally, instinctively responding to the user's will. You can shape complex landscapes, alter topography, and control the land in unparalleled ways. You can now spawn earth golem on each of your turns with a bonus to its hit points equal to 10 times your BA bonus. Each turn, 1d6 earth golems are generated that take the form of your choice. You regenerate 1 additional soul point at the start of each of your turns.
*definitive technique: Geomatic Flood: As an action and spending 8 soul points you generate a large number of stones the size of 20-foot meteorites that are quickly launched towards your enemies. You generate a number of meteorites equal to your maximum number of attacks you can make in an attack action and they have a range of 240 feet. Any creature within range of where the meteorites hit must make a dexterity saving throw or take 20d6 + 2 attacks from you on a failed save. On a successful saving throw, you take only half damage.
electricity element[edit]
Elementary electrical techniques have special charges called static points. This will serve to give special effects to your techniques and enhance your natural attributes. your hit attacks give you a charge. You can accumulate a maximum amount of geographic charges equal to your SA bonus + your BA bonus. In your attack action you make additional attacks equal to the number of static points you have.
*electroshock: as part of your attack action and for 1 soul point you pass part of your static points to your target to make a devastating impact. When the attack connects, you can pass static points to the hit target and it detonates in an electrical explosion that inflicts 2d10+ 1 attack from your eldrich blade focus for each point of static you pass to the enemy and cannot use its reaction or additional action for one turn. This creates a small electrical explosion that causes all creatures within 20 feet of the struck target (you are not affected) to succeed on a Constitution saving throw or take half as much lightning damage and also lose their reaction or bonus action for a turn. If the target attacks or whoever is inside the electrical explosion has a metallic object equipped, he has disadvantage on the saving throw and takes double damage. You can spend 1 soul point to increase the damage per static charge spent by 1d10+ 1 attack from your eldrich blade focus per soul point spent.
*acceleration: as an additional action and by spending 1 soul point you can accelerate your movements and attacks, becoming more lethal for one minute. You gain advantage on skill and attack rolls and a bonus on these rolls equal to the number of static points you have. Your movement speed is doubled and you can walk over liquids, vertical terrain, and upside down. If you attack a creature that has a metallic object equipped, you gain a critical reduction of 1 on attacks against this creature and an additional 2d10 lightning damage. You can spend 1 additional soul point to give an additional +2 to previously made rolls and deal 1d10 additional damage.
*ray shots: as part of your attack action and spending 1 soul point, you make an intense discharge of rays that are directed towards your enemies. You make the same amount of attack towards any enemy within a range of 90 feet, if the target is carrying a metal item, the attack has advantage and does double damage. On a hit, the target takes xd10 electrical damage, with x being the number of static charges you have. You can spend additional soul points to make 1 additional attack and 1d10 extra damage for each soul point spent.
*electrokinesis (lvl7): as an action and by spending 2 soul points you gain the ability to manipulate creatures and objects at a distance. When you use this technique, you gain the qualities of the Soulkinesis technique, found in the tamashi techniques, but with additional benefits. The carrying capacity of that ability is doubled and you can also magnetize objects or creatures you touch. To do this you must touch both objects or creatures and spend as many static charges as your DM indicates. Creatures affected by this must make a strength saving throw or be affected by this ability. Structures or objects that do not weigh more than your carrying capacity automatically fail the save. If 1 or more targets failed, you can make them repel or attract each other. If you choose to have them repel each other, they will each move 30 feet away at the start of their turns, and if they collide with a structure that prevents them from moving further away, they will take 1d8+ your SA bonus bludgeoning damage for every 1 foot they can't move further away. If you choose to attract each other, if it is a creature, it will be incapacitated and restrained with another object if this is possible based on the size of both, and will receive 1d10+ your SA bonus for every 5 feet they are colliding. Targets that failed the roll can repeat it again at the start of their turn, ending this effect if it is a successful saving throw. You can spend 2 soul points to keep this ability active without spending actions if its duration has run out.
*Volt Surge (lvl7): As an additional action and by spending 2 soul points, you cover your abilities and yourself with much more powerful rays for 10 minutes. When you activate the ability, choose a number of static charges you want to spend (minimum 2) all attacks and techniques increase their damage equal to 1d12 for every 2 static charges spent. You also get 1 extra turn while the ability is active. You can spend 2 additional soul points to make all your attacks have advantage, and your enemies have disadvantage when attacking you or on your saving throws.
*electrification (lvl7): as an action and by spending 2 soul points you become one with the electricity of the environment for 10 minutes. While this ability is active and you are inside a source of electricity, it is impossible to locate you by any means and you gain resistance to all damage, except psychic. With this ability you can also vanish or manifest with lightning whenever you are outdoors and there are storms or clouds, and if you do this your travel speed is doubled. You can spend 2 soul points to keep this ability active without spending actions if its duration has run out.
*Static damage (lvl13): as a reaction, by spending 3 soul points and 1 charge of static you make the damage directed towards you become static energy. When you use this ability, the damage you will receive and any status effect is nullified for 3 turns, and you can pass this static damage to any creature you manage to damage before these 3 turns pass. After the 3 turns end, the creature that has the static damage will receive the damage and effect of the attack.
*Overload (lvl13): as an additional action and by spending 3 soul points you increase your electrical capacity for 1 minute. While this minute lasts, your maximum static charge capacity is doubled and the soul points that you want to spend as a free action or that you cannot accumulate are transformed into temporary hit points equal to your eldrich blade dice + your SA bonus for each spent static charge. You can spend 3 soul points to keep this ability active without spending actions if its duration has run out.
*Deadly electricity (lvl13): as an action and by spending 3 soul points you concentrate a lot of electricity in your eldrich blade focus, which becomes seen as a weapon made of pure electricity. When you use this ability, you will ignore all the attacks you would make normally and only make one that hits automatically. This attack cannot be defended by any means and also ignores immunities to lightning damage. On a hit it deals lightning damage equal to all the attacks you could have made in that turn + 3d6 for each static charge you have. If the target had something metallic equipped, this damage is doubled and they will not be able to use their reactions or additional actions (your choice). You can choose to continue charging this ability for extra turns, but you must spend 3 additional soul points for each turn you spend charging the attack.
*Living electricity (lvl17): as an action and by spending 4 soul points, you create a perfect clone of yourself made of pure electricity. This clone has your same qualities, and static charges aside, but it still spends your own soul points. At the moment your clone's health is reduced to 0, it will explode in an intense electrical discharge in an area of 100 feet. Each creature within the range of the explosion except you must make a constitution saving throw or take the equivalent of twice the hit points the clone endured in the last minute where it was active +5d8 lightning damage for each static charge it had before being reduced to 0 hit points. A creature carrying a metallic item makes the roll with disadvantage and takes tripled damage from this ability. You can only have one active clone at a time.
*Electric nullification (lvl17): as part of a hit attack and spending 4 soul points, you create an electric seal on the creature you attacked. The creature must make a Constitution or Wisdom saving throw (your choice). On a failed saving throw, the target will not be able to use any abilities he has, only be able to make half of the melee attacks he can make (minimum 1 attack) and receive 40d8 + 1d8 damage for each charge of static you have. ray. Creatures that have something metallic will receive triple damage and will not be able to use his reaction, additional action, action or 1 of his legendary actions (your choice)
*ultimate technique: lord of the primordial storm: As an action and spending 10 soul points, you will make an electric discharge that will shake the heavens and the earth. First it will be a gigantic electrical discharge that will be directed towards the atmosphere where all the creatures you choose in a 300 foot cone must make a dexterity saving throw or take 10d10 + 3 times your SA bonus electrical damage for each charge of static you have at the moment, which are consumed in this ability. After this, intense black clouds will be generated and a titanic bolt of lightning will fall that will deal double the damage of your discharge, making the same saving throw. Any creature that has a metallic object takes quadrupled damage for its ability. On a successful saving throw, they take half damage.
*Elemental Expansion Technique of Electricity: Extended Glare*
3. *Electric Pulse:*
- The Extended Glare extends to a 3200 foot radius. More noticeable electrical pulses begin to course through the area, creating a palpable sensation of electricity in the surroundings. This spark forms a radius of 400 feet, indicating the beginning of the Spread Radiance. In this phase, everyone within the area gains a static charge at the beginning of their turn, and anyone who has a static charge takes half the lightning damage that another creature with static receives in that area.
2. *Lightning Storm:*
- The expansion reaches a radius of 50 feet. The area is engulfed in a mild thunderstorm, with regular bursts of lightning dancing in the air.
At the start of each of your turns, 10 lightning bolts 150 feet high and 30 feet wide will fall around your area, wherever you choose. Every creature within the area of the lightning bolts must make a dexterity saving throw or take 10d12 lightning damage on a failed save and be stunned. Creatures with more than 2 static charges have disadvantage on this saving throw and take double damage. They gain an additional static charge at the start of each of your turns.
3. *Electric Pulse:*
- The Extended Glare extends to a 3200 foot radius. More noticeable electrical pulses begin to course through the area, creating a palpable sensation of electricity in the surroundings. Another 10 lightning bolts will strike within the zone at the start of your turn, all of your attacks that have lightning damage gain a bonus to their damage rolls equal to your proficiency modifier multiplied by your SA bouns. You have an extra turn
4. *Flashing Deployment:*
- The technique reaches its peak with a radius of 1 mile. Intense electrical discharges course through the area, creating an active danger zone. Electricity can be manipulated with greater precision, allowing the user to control the discharges tactically. Another 10 additional bolts of lightning strike at the start of your turns and you have complete knowledge of the creatures within your elemental expansion, and all creatures with 5 or more static charges are vulnerable to all of your damage. All creatures with a static charge or more take full damage from your attacks, and when they have disadvantage on a saving throw, they must roll three dice instead of two, choosing the one with the lowest result.
Wind element[edit]
Elemental wind techniques work with special charges, which are siphon charges. passively for each siphon charge, your range of wind abilities increases by 10 feet, as does your movement speed, and gives you a +1 to your AC and your dexterity and strength saving throws while your speed is not at 0 , you are restricted or incapacitated. You can have a maximum number of siphon charges equal to your SA bonus, and every minute you lose one siphon charge if you have any.
invisible cuts: by spending a soul point and as an additional action, you make multiple cuts with the air, becoming lethal and invisible projectiles. You make 2 attacks against a creature within 60 feet of you. If this creature does not have blindsight, you have advantage on the attack roll and the target cannot react to these attacks. On a hit, the creature takes 2d6 + your Eldrich Blade Link slashing damage and you gain a siphon charge for each attack hit.
Gale Barrier: As an action and by spending 1 soul point, you create a barrier of concentrated wind 60 feet long, 20 feet high, and 3 feet thick that creates strong blizzards.
When the barrier appears, each creature within 30 feet its area must make a Strength saving throw. A creature takes 3d8 + your eldrich blade link of bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind will not be able to pass through the barrier. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. If you have 3 or more siphon charges, you can spend 1 additional soul point and it will also stop small magic projectiles. this ability lasts 1 minute
illusory mist: By spending 1 soul point and as a bonus action, you create a 150-foot illusory terrain that looks, sounds, and smells like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Creatures that do not know that it is an illusion also have disadvantage on all their saving throws and you will have an attack against them. Also, as a bonus action you can spend a siphon charge to make physics up to 20 feet from your illusory terrain,
slash divides storm (lvl 7): as an action and spending 2 soul points, you concentrate all your attack power in 1 single slash, which will impact all creatures in a line 10 feet wide and 90 feet long. Each creature within range must make a dexterity saving throw. On a failed roll, the targets receive 10d6+ the maximum number of attacks you could make in that attack action. Creatures without blindsight have disadvantage on the saving throw. On a successful roll, he takes half damage. Alternatively, you can last a number of turns equivalent to your siphon charges that you have charging this attack, and for each turn you last charging, this damage will be doubled. Also, you gain 4 Siphon charges
swallow step (lvl 7) spending 2 soul points, you can do a move action as a reaction. Alternatively, you can choose to spend a siphon charge and use this ability without spending your reaction.
windification (lvl7): as an action and by spending 2 soul points, your movement speed doubles, you become 1 with the wind and you no longer have a physical form. While in this mode you are indistinguishable from normal wind and impossible to detect by conventional and magical means, you also have resistance to any type of non-magical damage and noxious gases have no effect on you. this form lasts 10 minutes
Wind Bombs (lvl13): as an additional action and by spending 3 points, you can concentrate enormous amounts of wind in a point the size of a marble. you make a number of concentrated wind marbles equal to 5 times your current siphon charges. Those will explode when you decide and are completely imperceptible to normal wind. in a 20-foot circle, when one of these marbles explodes, it forces creatures to make a Constitution saving throw or take 12d12+ your BA bonus thunder damage and are pushed 15 feet. If any creature ingests or breathes these marbles, it will automatically fail this roll and will also receive double damage, and will ignore any resistance, reduction or immunity to this damage. For each creature hit with this ability, you gain a charge of siphon
empty wind shield (lvl13): spending 3 soul points and reacting in response to an attack targeting you, or an effect that forces you to make a saving throw. The technique creates a barrier of wind around you, with pressure so powerful that virtually nothing can penetrate it. The attack which targets you fails to hit, regardless of the attack roll. If the saving throw is made to negate or mitigate damage, you automatically succeed on the saving throw. Additionally, you can use this technique to pass a saving throw that takes no damage, or have another creature within 60 feet of you automatically pass the save if you have 5 or more siphon charges.
calm in the storm (lvl13): by spending 3 soul points and as an action, you create a zone of calm within the storm of combat. This area is completely safe for you and does not suffer any environmental effects, no matter how harmful. This area has a range of 90 feet and in case you do not find a floor to stand on, this area will become one of pure wind. All friendly creatures within the wind zone will also gain temporary hit points equal to half the age they inflict and cannot suffer from status effects while inside the zone. This area lasts 1 minute and you can spend another 3 soul points to resume it without spending your action.
knowledge of the wind (lvl17): as a 1-minute ritual and spending 4 soul points, you come into contact with the winds of a 5-mile area, automatically knowing prevalent peoples, as well as important individuals , spellcasters, and leaders, major religions and established cults, major factions currently or very recently active, influence from other plans of existence, buildings and communities and magical sites and mystically significant locations. In addition, you will know any important event that happened 100 years ago or less, but not a very complete description (DM discretion).
"Storm Reversal (lvl17)": As a bonus action, you can transform siphon charges into soul points or vice versa. If you change siphon charges to soul points, or vice versa, this exchange does not affect your maximum sihpon charges or soul points, although these only last 10 minutes before fading, in addition, any abilities that affect your enemies do. If you use these exchanged points, gain 4d10 thunder damage to your attacks, and if it affects your allies, allies will gain 5d8 temporary hit points.
- Elemental Expansion of Wind: Inverted Tempest Sky
By spending 15 soul points, as an action within a one-mile sphere, the user transports the battlefield to the Elemental Plane of Wind, creating a chaotic dimension where the laws of nature, gravity, and time are completely distorted. This plane becomes a destructive vortex filled with colossal gusts of wind, thunderstorms, and distortions of reality. The expansion is so powerful that it directly influences the flow of combat, creating a battlefield nearly impossible for enemies to control.
Terrain Effects:
- Rending Gravity: The gravity in the Inverted Tempest Sky constantly shifts, affecting every living thing. Each turn, all creatures within the area must make a Constitution saving throw or take 10d10 + your SA bludgeoning damage from the crush of gravity and wind. Additionally, for every 10 feet they are thrown or pushed, they take an additional 1d6 + your SA bonus bludgeoning damage. Creatures automatically fail the check if they are already immobilized.
- Wind and Lightning Storm: The plane generates violent gusts of wind charged with electricity. Each creature must make a Dexterity saving throw at the start of each turn or take 12d12 + your SA bonus slashing and electrical damage from the gusts. If they fail the save twice in a row, the creatures are stunned for one turn. Creatures that are metallic or carry metallic objects take double damage from the lightning.
- Reality Surrender: The plane distorts perception, and creatures within the area must make a Wisdom saving throw at the start of each turn or become confused. Confused creatures attack allies and enemies at random, and lose control of their actions. If they fail a critical roll, they are incapacitated for 2 turns, taking 6d6 + your SA bonus psychic damage.
- Wind Meld: The wind on the plane has a will of its own and acts as a living barrier. Creatures must make a Strength saving throw when attempting to move, or their speed is halved for 3 turns. If they fail the save by 5 or more, they are pushed 600 feet in a random direction and take an additional 1d6 + your SA bonus damage for every 10 feet they are dragged.
- Double Dimension: A dimensional distortion occurs every 5 turns, where all creatures in the area are pulled between the material and elemental planes. Creatures must make an Intelligence saving throw or become trapped between dimensions, unable to interact with reality for 1 turn. Trapped creatures also take 5d10 + your SA bonus psychic damage from the dimensional distortion.
- Ethereal Chains of the Tempest: The user summons invisible chains of wind that ensnare enemies. The user can select up to three creatures per turn that must make a Strength saving throw or be immobilized for 2 turns, taking 8d10 + your SA bonus slashing damage for each turn they remain trapped.
- Broken Temporality: Storms affect even the flow of time. Creatures within the area must make a Constitution saving throw or their actions are slowed, doubling the time each action takes. While slowed, creatures can only perform half of their actions and reactions per turn.
- Whirlwind of Annihilation: At the center of the plane, a colossal whirlwind devours everything in its path. Any creature that comes within 300 feet of the epicenter must make a Dexterity saving throw or be sucked into the vortex, taking 15d12 + your SA bonus slashing damage and being pushed 1000 feet in a random direction. Pushed creatures take 1d6 + your SA bonus additional damage for every 10 feet they are pushed.
- User Advantages: The user has complete control over the winds of the plane and can move freely without being affected by the distortions of the environment. Each attack the user makes on this plane has advantage, and all creatures affected by their attacks must make saving throws with disadvantage. The user adds their SA bonus to all damage rolls generated by the effects of the plane. The user can trigger a final gust once per activation of the expansion. This blast releases a destructive pulse in a 2000-foot radius, dealing 20d10 + your SA bonus slashing damage to all creatures within the area and knocking them out of the center of the whirlwind, taking additional damage for the knockback.
This elemental expansion deactivates after one day and everyone within its terrain is brought back to the material plane in the exact location they were in before this ability was activated.
- Ultimate Wind Technique: Heavenly Whirlwind Trilogy
Spending 12 soul points, as an action and for 10 minutes you summon three colossal whirlwinds with destructive force capable of devastating any environment. The whirlwinds are maintained for the duration of the technique, and each of them is completely under your control, allowing you to move them and direct their power towards your enemies at will. The winds within the whirlwinds are of such intensity that they can dismember, shred, or even instantly kill those caught within, meeting specific conditions. This technique is the pinnacle of wind elemental destruction, where absolute control of nature sweeps away everything.
Whirlwind Effects:
- Colossal Whirlwinds: Each of the three whirlwinds covers an area of 200 feet in diameter and can move up to 60 feet per turn at your choice. Creatures within the affected area must make a Dexterity saving throw at the start of each turn. A failed save results in 15d10 + your SA bonus slashing damage from the violent winds. Creatures made of metal or wearing metal armor take double damage.
- Chaos Control: You can control whirlwinds independently, causing them to collide with enemies or trap them within. When two or more whirlwinds collide within a 50-foot overlap area, any trapped creatures must make a Strength saving throw (DC 28 + your SA bonus) or be immediately dismembered. This results in instant death for creatures of Medium size or smaller, and severe dismemberment for larger creatures (such as giants or dragons), causing them to take an additional 20d10 + your SA bonus slashing damage.
- Rending Thrust: For every 10 feet a creature is pulled or pushed by the whirlwind, it takes 1d6 + your SA bonus additional slashing damage. If the creature is pushed more than 200 feet in a single round (either into the whirlwind or thrown out), it must make a Constitution check or its body is torn apart by the force of the wind. On a failed save, the creature dies instantly.
- Instant Death: Deadly Wind Condition: If a creature is thrown more than 300 feet into the air by the whirlwind, it automatically takes 20d10 + your SA bonus bludgeoning damage upon hitting the ground. If the creature has already failed a Strength or Dexterity check in the last two turns, its body cannot withstand the force of the fall and it dies instantly, unless it has resistance to falling or immunity to bludgeoning damage.
- Final Vortex: Once per combat, you can merge all three whirlwinds into a single devastating vortex. The vortex covers an area 400 feet in diameter and lasts for 1 minute. All creatures in the area must make a Dexterity saving throw (DC 30 + your SA bonus) or be sucked into the vortex's core, where they take 30d10 + 2 times your SA bonus slashing damage and are thrown 500 feet in a random direction. Creatures that survive the vortex must make a Constitution saving throw or fall unconscious for 1d4 turns.
- Total Disorientation: While the whirlwinds are active, all creatures within 1,000 feet of the whirlwinds become extremely disoriented, must make Wisdom saving throws at the start of their turn or take 3d6 + your SA bonus psychic damage from the confusion of their surroundings. Additionally, disoriented creatures have disadvantage on all attack rolls and abilities while in the area.
When the Celestial Whirlwind Trilogy is activated within the Elemental Expanse of Wind, the technique takes on a completely devastating level of power, enhancing both the control over the whirlwinds and the deadly effects they exert on the battlefield. The illusory and oppressive nature of the realm of wind increases the lethality and precision of attacks.
Enhanced Effects:
- 1. Illusory Whirlwinds: Within the plane of wind, the three whirlwinds generate illusory copies of themselves that simulate the original destructive power. These copies do not cause direct damage, but creatures within their radius must make a Wisdom saving throw. If they fail, they are disoriented and believe themselves to be caught in the actual whirlwinds, causing them to be unable to move or attack for 1d4 turns. Affected creatures also have disadvantage on all attack and saving rolls while within the area of the expansion.
- 2. Increased Push Damage: Because of the violent winds and illusory environment, push damage is much more devastating. Now, for every 10 feet a creature is pushed, it takes 3d6 + your SA bonus slashing damage, increasing the danger of being caught in the whirlwinds. Additionally, any creature pushed more than 300 feet into the plane of the wind instantly loses a limb, as the wind tears at its body without a chance to resist.
- 3. Devastating Power: The illusory winds in the expanse amplify the damage of the whirlwinds, making them even more deadly. Each whirlwind now deals 20d10 + 2 times your SA bonus slashing damage instead of 15d10, and any creature that fails its Strength or Dexterity check to resist the wind's power takes automatic critical damage.
- 4. Improved Final Vortex: When you merge all three whirlwinds into the Final Vortex within the expansion, the vortex not only absorbs creatures in a 500-foot diameter area, but also generates a space-time override effect in a 1,000-foot radius. All creatures in the vortex area must make a Constitution saving throw or be devoured by the void of the winds, completely vanishing from the plane of existence. Surviving creatures take 40d10 + 3 times your SA bonus slashing damage and are flung 1,000 feet in a random direction, taking additional critical damage upon impact with the ground.
- 5. Death Tornado: If a creature has failed two or more saving throws against the whirlwinds and is caught within the vortex, its body is completely torn apart and reduced to dust, resulting in instant death, with no possibility of being revived by magical effects. Additionally, any creature that has less than 100 hit points when entering the vortex automatically dies.
- 6. Total Control Mastery: In the elemental expansion, you can move the whirlwinds without distance restriction and as a reaction whenever an enemy attempts to attack or move outside of its area of effect. You gain 3 times your SA bonus on all attack and skill rolls while the whirlwinds are active, and your melee attacks also receive this bonus while within your expansion.
Additional Benefits: The whirlwinds can move and affect creatures even outside the plane area, extending their range to 2000 feet in radius in total. Any damage dealt by the whirlwinds ignores resistances to slashing or bludgeoning damage, and passes through magical barriers. The whirlwinds have an aura that generates automatic dispel magic within 100 feet, nullifying any spell or magical ability lower than 8th level.
light element[edit]
Charge System: Light Pulses
- Pulse Generation: You gain 1 Light Pulse each time you move more than 30 feet, hit with a quick attack, or use abilities that manipulate light. Some advanced abilities generate more pulses per turn or per hit.
- Limit: You can accumulate up to your SA bonus + 2 times your BA bonus in Light Pulses.
- Pulse Use: Light Pulses can be spent to increase the damage of your attacks or abilities by +1d12 + your SA bonus per pulse consumed, or to increase your speed by 30 feet for each light pulse spent
- Fulminating Flash: for a soul point 1 soul point and a bonus Action, you move as a flash of pure light, traveling up to 60 feet in a straight line. During movement, you make a radiant attack that deals 6d12 + your SA bonus radiant damage, which increases by +2d12 for every 10 feet you travel before the attack. If your attack bonus is greater than the enemy's passive perception, you gain advantage on the attack roll. Every 30 feet you move grants you 1 Light Pulse.
- Light Mirage: for 1 point 1 soul point, for 1 minute and as an Action, you create up to 2 duplicates of illusory light that follow you and confuse your enemies. The duplicates do not cause damage, but cause enemies to miss their attacks when attacking you. The duplicates move with you, and each time an enemy attacks one of them instead of you, you receive 1 Light Pulse. If a duplicate is attacked, it disappears, but the attacker is blinded for 1 turn.
- Devastating Brilliance: For 1 soul point, in a range of 90 feet and as an Action, you launch a beam of concentrated light towards a target in a straight line. The attack deals 8d12 radiant damage. If you have moved before launching the attack, the damage increases by +1d12 for every 20 feet traveled. If you have moved more than 60 feet, the beam disintegrates any nonmagical barrier in its path. You generate 1 Light Pulse if the attack hits.
- Lightkinesis (lvl7): For 2 soul points, with concentration up to 1 minute and as an Action, you become pure light, becoming completely intangible. While in this state, you are immune to all types of physical damage and cannot be attacked directly. You can move through any object, barrier or creature without restrictions. Your attacks become intangible as well, but they deal 8d12 radiant damage to any enemy you hit. If you move more than 60 feet in a turn, you gain +2d12 extra damage on your attacks. You generate 1 Light Pulse each time you pass through a barrier or creature.
- Solar Ray of Penetration (lvl7): For 2 soul points within a 220-foot range as an Action, you create a powerful beam of light as intense as the sun itself that pierces everything in its path. This beam deals 10d12 radiant damage to each enemy in its 220-foot path. If you move before using this ability, every 20 feet traveled increases the damage by +2d12. If the enemy hit is blind or has resistance to radiant damage, this resistance is ignored. You generate 1 Light Pulse for each enemy hit.
- Flashing Defense (lvl7): For 2 and as a Reaction, As a reaction to an attack directed at you, you move so fast that you become intangible for an instant, evading damage. Make a movement action in which you can pass through objects and creatures as if you were intangible, if you leave the attack range, The attack automatically fails and, if you move more than 30 feet as part of this reaction, you can make a counterattack that deals 5d12 radiant damage. If the enemy that attacked you cannot perceive your speed (if their passive perception is lower than your attack bonus), they will not be able to react to your counterattack. You generate 1 Light Pulse for each time you successfully evade an attack.
- Light Dash (lvl13): For 3 soul points and as an Action, You become a ray of pure light, moving up to 1,000 feet at a speed that borders on the impossible. You can hit all enemies in your path, dealing 12d12 radiant damage to each. For every 100 feet traveled, the damage increases by +3d12. If you kill an enemy during this movement, you can make an additional attack at no cost. Each enemy hit generates 1 Light Pulse.
- Converging Light Flare (lvl13): For 3 soul points and as an Action, you launch multiple converging rays of light toward an area 300 feet in diameter. All enemies in the area take 10d12 radiant damage. If you have moved more than 60 feet before casting this ability, the area expands to 200 feet, and the damage increases by +2d12 for each enemy present. You generate 1 Light Pulse for each enemy affected.
- Radiant Acceleration (lvl13): For 3 soul points, up to 5 turns and as an Action, you become a being of pure luminous energy, increasing your speed and reflexes to inhuman levels. For 5 turns, your movement speed increases by 90 feet and you can make 2 additional attacks per turn. As you accumulate Light Pulses, your power increases:
- First Turn: You gain advantage on all Dexterity checks and generate 1 Light Pulse for every 30 feet you travel.
- Second Turn: Your speed increases by 120 feet. Enemies cannot react to your movements if your BA + SA bonus are higher than their passive perception. Each attack deals +1d12 radiant damage for every 20 feet you travel.
- Third Turn: Attacks generate automatic critical hits if they overcome the enemy's passive perception, and you also get an additional complete turn.
- Fourth Turn: All of your attacks deal an additional 6d12 radiant damage, and you can move unrestricted through any terrain. You can extend the duration of this ability by spending 5 Light Pulses to maintain the effects for an additional turn.
- Eternal Lightning Chase (lvl17): For 4 soul points, for 1 minute and as an Action, you enter a state of extreme speed, targeting up to 5 enemies within a 1,500-foot radius. You can make an attack against each one, instantly moving between them. Each attack deals 15d12 radiant damage, and if you have moved more than 30 feet before the attack, the damage increases by +3d12. Enemies hit cannot use reactions or special abilities for 1 turn. You gain 1 Light Pulse for each enemy hit.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Eldritch Blade class, you must meet these prerequisites: Intelligence or Wisdom 13, Strength or Dexterity 15
Proficiencies. When you multiclass into the Eldritch Blade class, you gain the following proficiencies:
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