Eliatrope (5e Class)

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Eliatrope[edit]

Eliatropes are a humanoid race that are not native to the Worldand do not worship the same gods as humans. Their most recognizable characteristic is the large hat worn by every individual, presumably to hide the one non-human feature that is visible on their heads. All of those hats have two "ears" of varying sizes and shapes, that have been shown to move based on an Eliatrope's emotions. They inherit the capacity of manipulating an energy called "wakfu", the flow of life, which gives them the power to open portals infused with this energy.


Creating an Eliatrope[edit]

Eliatropegirlpolished.png
"May I introduce to this world a new wave of life"

Think if your character always knew he had this power, and if so, how he used or avoided using it. If not, think about how such power was hidden from your character and how he reacted when he discovered it. Also think about how people reacted to his different power and style.

Quick Build

You can make an Eliatrope quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Spatiomancer you gain the following class features.

Hit Points

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

Proficiencies

Armor:
Weapons:
Tools: Herbalist Kit or Alchemy kit.
Saving Throws: Wisdom and Constitution
Skills: Choose three from Insight, Medicine, History, Perception, Acrobatics and Investigation.

Equipment

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

  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) Alchemy Kit or (b) Herbalist Kit

Table: The Spatiomancer

Level Proficiency
Bonus
Magnetic Pulse Damage and Range Energy Points Maximum Level of Spells Cantrips Known Features Spells Known
1st +2 1d8 (5ft radius) 2 1 2 Energy Summoning 2
2nd +2 1d8 (5ft radius) 3 1 2 Might of the Eyes 3
3rd +2 1d8 (5ft radius) 5 2 2 Space Deflection, Eye Chosen 4
4th +2 1d8 (5ft radius) 6 2 2 Ability Score Improvement 5
5th +3 2d8 (10ft radius) 8 3 3 6
6th +3 2d8 (10ft radius) 9 3 3 7
7th +3 2d8 (10ft radius) 11 4 3 Gravity Levitation 8
8th +3 2d8 (10ft radius) 12 4 3 Ability Score Improvement 9
9th +4 2d8 (10ft radius) 14 5 4 10
10th +4 2d8 (10ft radius) 15 5 4 11
11th +4 3d8 (15ft radius) 17 6 4 Spatial Accumulation 12
12th +4 3d8 (15ft radius) 18 6 4 Ability Score Improvement 13
13th +5 3d8 (15ft radius) 20 7 5 Absorption Time Shield 14
14th +5 3d8 (15ft radius) 21 7 5 15
15th +5 3d8 (15ft radius) 23 8 5 Reality Bubble 16
16th +5 3d8 (15ft radius) 24 8 5 Ability Score Improvement 17
17th +6 4d8 (20ft radius) 26 9 6 Meditation 18
18th +6 4d8 (20ft radius) 27 9 6 Diamond Mind 19
19th +6 4d8 (20ft radius) 29 9 6 Ability Score Improvement 20
20th +6 4d8 (20ft radius) 30 9 6 Black Hole All

Spellcasting[edit]

You have access to an innate control over time and space that grows as you increase your power. This allows you to cast spells, see the spell list of the space-time wizard later. Also, you can use your eyes as an arcane focus.

Energy Summoning[edit]

The Spatiomancer table shows how many Energy Points you have. The table also shows what the level of the spells which you can choose; Also shows how much Energy Points you use for your spell by each level. To cast one of your spells you must expend Energy Points. You regain all expended Energy Points when you finish a long rest. When you reach a new level, you can replace one spell of your spell list with other. You can use one spell and one cantrip per turn with one of them being a bonus action.

Spellcasting Ability[edit]

Intelligence is your spellcasting abilities for your Space-time Wizard spells, so you use your intelligence whenever a spell refers to your spellcasting ability and throw DC for a Spatiomancer spell you cast and Intelligence when making an attack roll with one.

Spell save DC:8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier: your proficiency bonus + your Intelligence modifier.

Unique Cantrip[edit]

Magnetic Pulse a unique cantrip only to the Spatiomancer has.

Starting at 1st level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Choose a point within 120ft, every creature within a 5ft radius of that point must make a strength saving throw or take 1d8(2d8 at 5th 3d8 at 11th and 4d8 at 17th) force damage and be pushed 10ft in a direction of your choice

The damage and radius of this cantrip rises with level as shown on the table above

Ability Score Increase[edit]

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

Might of the Eyes[edit]

Starting at 2nd level, You have gained Blind sight out to a range of 10ft and have a range of 60ft darkvision. If you already had darkvision increase the range by an additional 30ft. Your eyes protect your mind, you have advantage on saving throws against being charmed and resistance to psychic damage. Additionally, you have a timeless body and you do not age from the age of 20.

At 9th level your blindsight increases to 15ft.

Space Deflection[edit]

Starting at 3rd level, You manipulate space around yourself causing enemy attacks aimed at you to miss more often. Your AC is equal to 10+ your intelligence modifier. At 6th level this is 13+ your intelligence. At 13th level your AC is equal to 13+ your intelligence modifier + half your proficiency bonus(rounded down).

Eye Chosen[edit]

Starting at 3rd level, you choose which eye you will focus on in your training and which you will use more.

Gravity Levitation[edit]

Starting at 7th level, You are affected by your telekinesis unconsciously, so you can hover above the ground up to 5ft ignoring difficult terrain, you're also immune to being knocked prone.

Aether Condensation[edit]

Starting at 9th level, You may spend 5 energy points to mix your space and time magic to condense surrounding mana and to freeze it, you can create any utility shape with it. The precision of the shape and its size increase the energy consumption of this ability by 3.

Spatial Accumulation[edit]

Starting at 11th level, You can spend 5 energy points, an inspiration point(As DM wish) and a bonus action to enter a Spatial Form. Energy accumulates around you, your eyes start glowing and you feel powerful and fast. Your get 7.5 additional speed and 1 AC. You can expend 1 energy point to create mastered weapons while in this form that have the same stats as your magnetic pulse + intelligence modifier and that have the weapon's damage type.

At 16th level, you can create your weapons even without being in your chaotic armor.

You can still use spells and cantrips while using energy weapons.

While in this form : 1 Energy point can be used to create a portal in sight in a range of 30ft and in an empty space. 1 Energy point can be used as a reaction to become intangible so you can avoid an attack by going into the ground by 1ft. You need to win a dex saving throw or you'll get stuck into the ground for the rest of your turn. 3 Energy points can be used to create 1d4 clones that can't attack and that are extremely fragile. They disappear if they are being hurt or moved.

Spatial Form can be used 1 minute and you will get 1 exhaustion level once you return to your basic form. It can be used once before needing a long rest.

Absorption Time Shield[edit]

Starting at 13th level, with a bonus action once on your round, you may spend 4 energy points to create a sphere of distorted time around you delaying the damage and effects that are done to you. All attacks until the start of your next turn are reduced by 1d6 + half you intelligence modifier rounded up. You can use it a number of times equal to your intelligence modifier before doing a long rest. The die increases to 1d8 at level 15, and 1d10 at level 17.

Reality Bubble[edit]

Starting at 15th level, you have resistance to force, thunder and slashing damage. At 20th level you instead gain immunity to these damage types.

Meditation[edit]

Starting at 17th level, you can recover your Energy Points after a short rest.

Diamond Mind[edit]

Beginning at 18th level, your presence of mind to your surroundings and threats saves you from danger. You have proficiency in all saving throws. Additionally, you may use your reaction to reroll a failed saving throw and take the second result. You must finish a long rest before you can use this part of the feature again.

Black Hole[edit]

Starting at 20th level, you spend 20 Energy points, you can make a catastrophic sphere, a black sphere appears in a place of your choice within 1 mile, all creatures within a radius of 200ft of the sphere must be successful on a constitution saving throw equal to 8 + intelligence modifier + proficiency bonus or will be pulled to the sphere and take 30d10+ your intelligence modifier of force damage to everything and everyone, on a successful save the creature will take half of the damage and will be pulled half of the distance. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. You can use it once before doing a long rest.

Eye of Fate[edit]

You have chosen your eye which controls fate.

Altered Fate

Starting at 3rd level, you are able to rewrite and change the events that are yet to take place ahead of you. When you finish a long rest, roll a d20 and record the numbers rolled. You can replace any attack roll, saving throw, ability check or Skill check made by you or a creature that you can see with one of the altered fate roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You lose any unused altered fate rolls at the end of a long rest.

Distorted Chance

Starting at 10th level, you can spend 4 energy points, and use a reaction to reroll any DC saving throws with advantage. You can use it a number of times equal to your intelligence modifier. Once you use this feature up to your half your intelligence modifier amount of times(rounded down), you are unable to do so again until you finish a long rest.

Eternal Consequence

Starting at 14th level, With an action, you can spend 15 energy points, when activating this feature, it is able to reverse any action of a creature that has taken their turn within the last round returning back any damage, effects or deaths done as a result of this action. Once you use this feature you cannot use it again until you finish a long rest.

Nullified Effect

Starting at 16th level, With a bonus action you can spend 20 Energy Points, you can choose any opponent's attack to roll with a disadvantage if successfully hit, the opponent's damage will be halved. You can use this feature a number equal to your Intelligence modifier before you must complete a long rest.

Crown of Fate

Starting at 18th level you may spend 25 Energy Points as an action to repel all nearby enemies. All creatures of your choice within a 60ft radius centered on you must make a Constitution saving throw, and on a failed saving throw take 8d10 force damage and are thrown outside of the 60ft radius and knocked prone. On a successful saving throw, they take half damage and are thrown outside, but not knocked prone. You must complete a long rest in order to use this feature again.

Eye of Space[edit]

You have chosen the eye which controls space.

Concentrated Reality Pulse

At 3rd level, As an action you can spend 2 Energy points to manipulate the space around a foe to generate a pulse around your enemy, making a spatial sphere explode on your enemy. The pulse deals double your magnetic pulse die + intelligence modifier of force damage, you don't need to see the target, you just need to know where it is. The creature must be successful on a strength saving throw or will be pushed up to 15ft away from you. On a success the creature isn't pushed and takes only half damage.

Telekinesis

At 5th level. You gain the ability to move or manipulate creatures or objects by thought as a concentration. You can't use spells while concentrating and if the target is conscious and unwilling, you make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30ft in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

Portal Mastery

Starting at 6th level, and if you were taught portal mastery(DM choice), with an action, you can spend 3 energy points to create 2 portals with your hands in a range of 30ft. The portals last a turn or can be closed when you wish as a free action. The diameter of a portal is 5ft but can be expended by 5ft in exchange for an energy point. You can only create a portal in an empty space and if someone enters a portal that is being closed, they will take 4d6 force damage. A portal can't be created in another one.

At 7th level, your mastery of portals grows and you can create portals incredibly fast, you can now create portals with a bonus action, you can spend 3 energy points as a reaction to being thrown a projectile to create portals and deflect it in any direction you want with an intelligence saving throw. You are able to use this ability an equivalent of half your intelligence modifier rounded down before a short rest and only if the projectile is smaller than the portal

At 9th level, you can expend 6 energy points to use your portals to move incredibly fast by creating 5 of them. You can move by a maximum of 120ft in an action using this method.

Controlled Space

Starting at 10th level, You may use your action and spend 4 energy points to gain complete control of the surrounding around you. Within a 30ft radius of you the following effects apply:

  • Creatures of your choice in the area are resistant to thunder damage. If they are already resistant then this becomes immunity.
  • Creatures of your choice that starts it's turn in the area must succeed on a Strength saving throw. On a fail it receives 2d8 force damage and has disadvantage on it's attack rolls until the start of it's next turn. On a success it takes half damage and no other effects are applied
  • The area is difficult terrain for creatures of your choice.
  • Chosen ranged attack rolls have disadvantage if they pass in or out of the space.
  • As a bonus action you can make a creature roll a Constitution saving throw. On a fail it is moved to a point you choose within the space.

These benefits require concentration and last for 1 minute. You can do so a number of times equal to half your intelligence modifier(rounded down) before needing a long rest to do so again.

Space Bubble

Starting at 14th level, with an action, you can spend 9 energy points, to select a number of creatures up to your intelligence modifier that you can see, to gain resistance to: slashing, piercing and bludgeoning damage, thunder and force damage for 1 minute as a bubble of manipulated and distorted space forms around . Once you use this feature you are unable to use it again until you finish a long rest.

Space Crown

Starting at 18th level, you master space to the point that a crown is created around your pupils. By spending 15 energy points, you are able to create a gigantic version of yourself in Spatial form that is linked to your shadow and that can attack foes or protect you for 2 turns. Its damage are equal to 2x your magnetic pulse damage + your intelligence modifier and to protect you, it must make an intelligence spell save dc. You can use this ability once before needing a long rest and once the 2 turns are over, you get an exhaustion level.

Spatiomancer Spell List[edit]

Cantrips

mage hand, mending, eldritch blast, guidance, truestrike, blade ward, resistance, true seeing, magic stone, prestidigitation, thaumaturgy, sapping sting.

1st Level (1 Energy Points) - You may only cast a 1st level spell this way 4 times before needing a long rest.

comprehend languages, identify, mage armor, detect magic, magnify gravity, expeditious retreat, gift of alacrity, magic missile, Eyes of Time, Altered Time dilation, Energy Ray, Erase, jump, feather fall, longstrider.

2nd Level (2 Energy Points) - You may only cast a 2nd level spell this way 4 times before needing a long rest.

shatter, fortune's favor, wristpocket, locate object, gust of wind, web, see invisibility, knock, , immovable object, levitate, rope trick, spider climb, pass without trace, arcane lock, borrowed knowledge, detect thoughts, find traps, mind spike, locate animals or plants.

3rd Level (3 Energy Points) - You may only cast a 3rd level spell this way 4 times before needing a long rest.

blink, magic circle, tongues, counterspell, nondetection, dispel magic, tiny hut, protection from energy, remove curse, fly, gaseous form, glyph of warding, pulse wave, haste, slow, Para's Portalable Place, water breathing, water walk, clairvoyance.

4th Level (4 Energy Points) - You may only cast a 4th level spell this way 3 times before needing a long rest.

banishment, arcane eye, hallucinatory terrain, locate creature, gravity sinkhole, private sanctum, fabricate, dimension door, greater invisibility, locate creature, divination.

5th Level (5 Energy Points) - You may only cast a 5th level spell this way twice before needing a long rest.

animate objects, teleportation circle, temporal shunt, passwall, planar binding, antilife shell, commune, contact other plane, legend's lore, scrying,.

6th level (6 Energy Points) - You may only cast a 6th level spell this way once before needing a long rest.

wind walk, move earth, disintegrate, gravity fissure, globe of invulnerability, create homunculus, tenser's transformation, globe of invulnerability, platinum shield,find the path, true seeing.

7th level (7 Energy Points) - You may only cast a 7th level spell this way once before needing a long rest.

reverse gravity, prismatic spray, teleport, plane shift, tether essence, etherealness, sequester, wristpocket .

8th level (8 Energy Points) - You may only cast a 8th level spell this way once before needing a long rest.

antimagic field, earthquake, sunburst, demiplane, telepathy, dark star, reality break, control weather, glibness, mind blank.

9th level (9 Energy Points) - You may only cast a 9th level spell this way once before needing a long rest.

imprisonment, wish, ravenous void, time ravage, invulnerability, prismatic wall, time stop, foresight.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Space-time Wizard class, you must meet these prerequisites: you need to have the eyes of space and time, also needs 16 of intelligence and 14 of wisdom.


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