Fixateur Coloré (5e Class)
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Fixateur Coloré[edit]
<!-Introduction Leader->[edit]
Creating a Fixateur Coloré[edit]
- Quick Build
You can make a Fixateur Coloré quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on the weapons you would like to use, followed by Intelligence, Wisdom or Charisma depending on the archetype you are planing to use. Second, choose the Mercenary Veteran background.
Class Features
As a Fixateur Coloré you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Fixateur Coloré level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fixateur Coloré level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple, Martial, Firearms
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, History, Investigation, Perception, Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Longsword or (b) any martial melee weapon
- (a) a Light Crossbow and 20 bolts or (b) any ranged weapon with 20 units of ammunition
- (a) Leather Armor or (b) Chain Mail
- (a) Two daggers or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Stances | Features |
---|---|---|---|
1st | +2 | 0 | Fighting Style Poly-Weapon Master |
2nd | +2 | 2 | Stances |
3rd | +2 | 2 | Couleur Feature Stance Weaponry |
4th | +2 | 2 | Ability Score Improvement, Ability Score Improvements |
5th | +3 | 3 | Extra Attack |
6th | +3 | 3 | Manifest Weapon |
7th | +3 | 3 | Couleur Feature |
8th | +3 | 4 | Ability Score Improvement, Ability Score Improvements |
9th | +4 | 4 | Couleur Feature |
10th | +4 | 4 | Combat Change |
11th | +4 | 5 | Manifest Weapon (x2) |
12th | +4 | 5 | Ability Score Improvement, Ability Score Improvements |
13th | +5 | 5 | Extra Attack |
14th | +5 | 5 | Couleur Feature |
15th | +5 | 6 | Fighting Style (x2) |
16th | +5 | 6 | Ability Score Improvement, Ability Score Improvements |
17th | +6 | 6 | Ghostly Weapons |
18th | +6 | 6 | Greater Manifistation |
19th | +6 | 7 | Ability Score Improvement, Ability Score Improvements |
20th | +6 | 7 | Couleur Feature |
Fighting Style[edit]
• Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. • Duelling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Poly-Weapon Master[edit]
Any weapons on your person weigh half as much and can be hidden, making it impossible to see them unless anyone attempting passes a DC 10+Stealth Perception check.
Stances[edit]
On your 2nd level you learn various stances which determine your abilities. As a bonus action you may choose or swap your Stance. You may not swap to the same stance more then once per turn. On your second level you know 2 stances, and on further levels the amount of stances you know is shown in your class table. You may choose your known stances from a list of all stances, noted at the end of the class.
Stance Weaponry[edit]
Beginning on your 3rd level, when swapping stances you may stow and equip a weapon.
Couleur du combat[edit]
At your 3rd level, you chose a Couleur. Choose between Silence Noir, Brume Rouge, Larme Violette, Réverbération Bleue, Flamme Orange, Réplicants Orange, Mécanisme Blanc, Bouffon Noir, Arbitre Jaune, all detailed at the end of the class description. Your choice grants you features at your 3rd level and again at your 7th, 9th, 14th and 20th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You get another attack on your 13th level.
Manifest Weapon[edit]
Beginning on your 6th level, you may spend 5 minutes to manifest a weapon (or, if the weapon is light, a pair of weapons that are considered as one weapon) of your choice. The weapon has the same characteristics as the weapon you chose to manifest, it is considered magical and deals +1 damage. You may have an amount of weapons manifested equal to you proficiency bonus. All your manifested weapons disappear after a long rest. Once stowed these weapons disappear into nothingness, and can be equipped at will if you’re not holding anything in your hands. Beginning on your 11th level, it deals +1 additional damage. Manifested ranged weapons do not need ammunition to reload.
Combat Change[edit]
Beginning on your 10th level, after an attack, you may swap to a different stance.
Ghostly Weapons[edit]
Beginning on your 17th level, when swapping stances you may attack using a manifested weapon you currently don’t have equipped using the stance you currently swapped to, and only it, dealing damage without any modifiers that aren’t innate to the weapon.
Greater Manifistation[edit]
Beginning on your 18th level, you may learn any weapon (including magical) that you have used for at least 1 hour in combat, and further studied for 8 hours spending 500gp. You may now manifest that weapon as if it were any other weapon. You may only manifest one copy of that weapon. The weapon is destroyed in the process.
Silence Noir[edit]
- La position d'une couleur
You know one stance of the Silence Noir. This stance doesn’t count to your stance limit.
- Dexterous Attack
Beginning with your 3rd level, you may, after successfully hitting a creature you may immediately move 10ft without triggering reaction attacks.
- Silent Weapons
Beginning with your 7th level your manifested weapons make no sound. When a creature is hit with your manifested weapon it must pass a DC10+PB+Wisdom modifier Wisdom saving throw or be unable to speak and cast spells using a verbal component until the beginning of your next turn.
- Furioso
Beginning with your 9th level, once you used all of your stances at least once after a short or long rest, you may, as long as you have a manifested weapon equipped, swap an attack with a Furioso, restarting the stance count and dealing damage equal to all of your manifested weapons damage dice + your Dexterity modifier + your Strength modifier + your proficiency modifier. You may use this feature an amount of time equal to your proficiency modifier.
- Shadows of Sorrow
Beginning with your 14th level you may create a shadowy clone of yourself that has a quarter of your maximum HP, and current HP equal, but otherwise has the same stats as you. You must grant it one of your manifested weapons and one of your stances, granting it the weapon and effect of the stance, and making you unable to use either. The clone has no free will, share your initiative in combat and can be commanded using a free action. These clones may be destroyed at will by the owner, if they are further than 60ft away from the owner or if they are reduced to 0 HP. You can have no more than 2 clones active at the same time. Active clones count as stance uses for Furioso. You may use this feature an amount of times equal to your Wisdom modifier.
- Gone Angels
Beginning with your 20th level you may, as a bonus action, change into a sorrow form, lasting for 1 hour. While in this form you have the following benefits: 1. You are resistant to all types of damage. 2. You may have up to 4 shadow clones active. 3. Creating shadow clones doesn’t waste your uses of the Shadows of Sorrow feature. You may use this feature once per long rest.
Brume Rouge[edit]
- La position d'une couleur
You know one stance of the Brume Rouge. This stance doesn’t count to your stance limit.
- Retaliate
Beginning with your 3rd level, you may use your reaction to attack a creature that has dealt damage to you. The damage you deal is counted without any modifiers not inherit to the weapon.
- Mimicry
Beginning with your 7th level your manifested weapons deal +1 damage. When you hit a creature with a melee weapon you may heal yourself by up to 25% of the damage dealt (maximum: 10). You may use this feature up to once per turn.
- The Strongest
Beginning with your 9th level you may, as a bonus action, increase your initiative next turn by your proficiency modifier. You may use this feature an amount equal to your dexterity modifier, restoring all uses on a long rest.
- Bloody Prowess
Beginning with your 14th level, your attacks deal bonus damage equal to half the difference between your and your opponent’s initiative.
- The Red Mist
Beginning with your 20th level you may, as a bonus action, change into a rage form until you run out of bonus HP. While in this form you have the following benefits: 1. You gain half of your maximum HP it temporary HP. 2. You may not gain temporary HP from any other source other than Mimicry. 3. Mimicry now gives temporary HP. 4. Your attacks deal 5 additional damage. 5. If you roll 18, 19 or 20 your attack counts as critical. 6. Your critical attacks attack it a semi-circle with a radius of 10ft. 7. If you did not deal damage this turn take damage equal to 10% of your Max HP You may use this feature once per long rest.
Larme Violette[edit]
- La position d'une couleur
You know one stance of the Larme Violette. This stance doesn’t count to your stance limit.
- Manipulator of Odds
Beginning with your 3rd level, you may, once per turn, re-roll one damage dice. You must use the new result.
- Serpentine Weaponry
Beginning with your 7th level, your manifested weapons poison the enemy. When you successfully hit a creature with your manifested weapon the creature must pass a DC10+half your Fixateur Coloré level Constitution saving throw or be poisoned until the beginning of your next turn.
- Dimension Walker
Beginning with your 9th level you may, as a bonus action, teleport an amount of feet equal to your level (rounding to the nearest 5) in any direction. This does not trigger reaction attacks.
- Weapon Expertise
Beginning with your 14th level, any stances that increase your damage also increase your attack dice by an equal amount.
- Dimensional Knowledge
Beginning with your 20th level you may, as a bonus action, enter an unstable form for 1 minutes. While in this form, you gain the following benefits: 1. All attacks against you have disadvantage. 2. You have advantage on all attacks. 3. You may have up to 2 stances active at the same time. 4. Your damage rolls have advantage. 5. Damage rolls against you have disadvantage 6. Once per turn you may re-roll any dice you have thrown. You may use this feature once per long rest.
Réverbération Bleue[edit]
- La position d'une couleur
You know one stance of the Réverbération Bleue. This stance doesn’t count to your stance limit.
- Resonance
Beginning with your 3rd level, while in combat, you gain 1 Vibration per turn. Upon ending combat you lose all Vibration. If a creature has at least 1 Vibration and the same Vibration as you activate Absolute Resonance. Absolute Resonance grants you advantage against the target. You may spend Vibration to gain the following benefits: 1. As a free action, spend 1 Vibration to swap stances and move up to half your movement speed. 2. As a free action, spend 2 Vibration to increase your initiative by 1d4. 3. As a bonus action, spend 3 Vibration to attack a creature and swap stances.
- Resonating Weapons
Beginning with your 7th level your manifested weapons inflict 1 Vibration on your targets. Any creature that doesn’t have the Resonance feature may spend Vibration to gain the following drawbacks: 1. As an action, spend 2 Vibration. 2. As a bonus action, spend 1 Vibration and take damage equal to your level (at least 1). 3. As an Action, trigger a reaction attack to spend all Vibration.
- Final Impromptu
Beginning with your 9th level, if your HP is reduced to 0 or less set your HP to 1. You cannot take damage until the beginning of your next turn. Gain an extra action at the beginning of your next turn. If available activate the Distortion feature.
- Ranged Defense
Beginning with your 14th level, ranged attacks have disadvantage against you.
- Distortion
Beginning with your 20th level you may, as a bonus action, enter a distorted state which lasts until you are reduced to 0 or less HP. While in this state you gain the following benefits: 1. You get an aura with a radius of 30ft that gives allies the Resonance feature. 2. You have advantage on all attack and damage rolls. 3. You may have up to 2 stances active at once. 4. When you swap stances gain 1 Vibration. 5. You may use Resonance features without using any actions. 6. Restore yourself to Max HP. 7. If you have 0 Vibration drop your HP to 0. 8. If you didn’t dealt any damage in a turn take damage equal to 25% of your Max HP 9. You cannot be healed.
Flamme Orange[edit]
- La position d'une couleur
You know one stance of the Flamme Orange. This stance doesn’t count to your stance limit.
- Fervor
Beginning with your 3rd level, for every 10% of your Max HP missing deal 1 fire damage with your attacks.
- Force of a Wildfire
Beginning with your 7th level your manifested weapons deal an additional 1d4 fire damage.
- Coordinated Assault
Beginning with your 9th level, for every ally within 5 feet, gain 1 AC and deal 1 fire damage with your attacks.
- A Fighter that Never Retreats
Beginning with your 14th level, for every 20% of your max HP missing gain 1 AC.
- Nine Children of the Dragon
Beginning with your 20th level you may, as a bonus action, enter a hopeful state which lasts 1 minute. While in this state you gain the following benefits: 1. You are resistant to fire damage. 2. Your attacks deal an additional 1d8 fire damage 3. For every 10 max HP missing you deal an additional 1 fire damage. You may use this feature 9 times, restoring all uses on a long rest.
Réplicants Orange[edit]
- La position d'une couleur
You know one stance of the Réplicants Orange. This stance doesn’t count to your stance limit.
- Charge
Your liveliness has given you the ability to psyche yourself up to the point of generating energy. Beginning with your 3rd level, doing the following actions generates charge: Rolling initiative: +3 charge Spending at least half of your movement: +1 charge Killing or knocking out a creature: +3 charge Taking lightning damage: 1 charge per 5 damage taken Triggering a reaction attack: +2 charge Using the help action: +2 charge Spending your bonus action: +1 charge Overcharge (become incapacitated): +10 charge At the end of every one of your turns you loose 1 charge. You may spend charge on the following actions: Cycle: Spend 5 charge to do a melee weapon attack or an unarmed strike as a bonus action. Energy Conversion: Spend 7 charge to use your reaction as any bonus action. Energy Shield: As a bonus action, pend up to 20 charge, gaining 1 AC for every 4 charge spent. This effect lasts until the beginning of your next turn. Ready Up: Spend up to 20 charge, to give up to 5 allies +2 AC (4 charge per ally). Mark: Spend 3 charge when attacking a creature to “mark” them. A marked creature takes an additional 1d4*Charisma modifier damage from all attacks. When there is a marked creature you spend an additional charge per turn. You may only have one marked creature. If you attack a creature on the same turn as a marked creature died you may use this ability without the initial charge cost. Rip Space: When attacking a creature you spend all of your charge. You add the spent charge as damage. If the attack misses it targets you. Cloning: Spend 10 charge to create a clone of yourself within 5ft of yourself. The clone is friendly as long as there are hostile creatures or dangers it knows of. When the clone is aware of no hostile creatures or dangers it becomes automatically hostile to the creator and all other clones. The creator and the clones consider it of their utmost priority to remain the only surviving copy of themselves. If the creator dies the player may decide to play as one of the clones. After the royale the survivor must pass a Wisdom saving throw with a DC equal to 10+3*amount of clones in the royale or gain a long term effect of madness. Any effects of madness also affect any future clones for an equal amount of time.
- Graze the Grass
Beginning with your 7th level successful attacks with your manifested weapons give you charge equal to half of your proficiency modifier.
- A Rabbit’s Prowess
Beginning with your 9th level, your attacks deal bonus damage equal to half the difference between your and your opponent’s initiative.
- The Commander
Beginning with your 14th level, allies within 15ft add your Charisma modifier to saving throws. Using Mark no longer spends charge every turn. You may do the Help action as a bonus action.
- Disposal
Beginning with your 20th level you may, as a bonus action, enter an energized state which lasts 12 seconds. While in this state you gain the following benefits: 1. All your hits are considered critical hits. 2. You have advantage on all attack rolls. 3. Instead of loosing charge every turn gain 2 charge per turn. 3. Killing a creature increases the length of this form by 6 seconds You may use this feature once per long rest.
Mécanisme Blanc[edit]
- La position d'une couleur
You know one stance of the Mécanisme Blanc. This stance doesn’t count to your stance limit.
- Ominous Power
Your unarmed strikes deal 1d4 damage beginning on your 3rd level, improving with levels: 1d6 on the 7th, 1d8 on the 12th and 1d10 on the 20th. When you swap stances you may make an unarmed strike as part of the same action. If you have the Manifest Weapon feature your unarmed strikes are considered manifested weapons. Your manifested weapon limit is reduced by 1.
- Erosion
Beginning with your 7th level, your manifested weapons may deal Acid damage if you so choose. Your manifested weapons inflict 1 erosion. A creature with erosion takes bonus damage equal to erosion when hit. At the end of the creature’s turn, their erosion is halved, unless it is at 1, then it is reduced to 0. Any source of healing reduces erosion by half the amount of HP healed.
- Singleton
Beginning with your 9th level, when you make only a single attack as part of your attack action your attacks ignore resistances to damage types, and deal half damage to creatures with immunities.
- Will of the World
Beginning with your 14th level, as part of an attack action you may do one of the following things: 1. Give an ally that you can see a bonus to their attack checks equal to your Constitution modifier until the beginning of your next turn. 2. Give an ally that you can see a bonus to their saving throws equal to your Constitution modifier until the beginning of your next turn. 3. Give an ally that you can see a bonus to their ability checks equal to your Constitution modifier until the beginning of your next turn. 4. Give an ally that you can see a bonus of 2 AC until the beginning of your next turn. After you use this feature you may not use it again for 1d4 rounds.
- Unlocked Potential
Beginning with your 20th level you may, as a bonus action, enter a hopeless state which lasts 1 hour or until you are knocked out or killed. While in this state you gain the following benefits: You create 2 fists within 15ft of you. These fists are connected to you with spectral chains. If they are further than 15ft away from you they are considered incapacitated. Whenever the state end the fists disappear. These fists share your initiative and can be commanded to move as a free action. The fists have a max HP equal to your Constitution modifier*10. Whenever you use an attack action the fists may use their reaction to do an unarmed strike (the same as your unarmed strike) against any creature within 5ft of them. Whenever you use the Will of the City feature, the effects from that feature also affects the fists.
Bouffon Noir[edit]
- La position d'une couleur
You know one stance of the Bouffon Noir. This stance doesn’t count to your stance limit.
- Void
Beginning with your 3rd level, as a bonus action, you may take 1d8 HP damage. At the beginning of every one of your turn you gain an amount of Void points equal to half of the HP damage that you have. You lose your Void points at the end of your turn. As a free action you may spend your Void points to gain one of the following effects: Gain an amount of temporary hitpoints equal to the Void points spent, loosing the temporary hitpoints at the beginning of your next turn. Deal an additional amount of psychic damage equal to half of the Void points spent on your next attack.
- The Five Sins
Beginning with your 7th level, whenever you manifest a weapon you must give it one of the following effects: Hatred: If you missed an attack with this weapon, your next attack with any weapon has advantage, but all attacks against you have advantage as well. Despair: Whenever you miss with this weapon you may chose an amount of allies equal to your proficiency modifier that you can see and can hear you. These allies can move up to 5ft without provoking reaction attacks, but you loose an amount of movement equal to the amount of feat your allies moved. Greed: When attacking with this weapon, if you hit the target you deal bonus damage equal to the difference between the attack roll you threw and the AC of the target. If you miss with this weapon you take damage of the type that this weapon deals equal to the difference between the AC of the target and you attack roll. Wrath: Your attacks with this weapon deal bonus damage equal to your proficiency modifier. When attacking with this weapon roll a 1d20. If you roll 11 or above the attack hits the closest hostile creature, preferring the initial target. If you roll 10 of below you attack the closest allied creature. You may move up to half your movement speed to reach an attackable target. Nihil: When attacking with this weapon get advantage on attack rolls. When attacking with this weapon get paralysis until the end of your next turn. When inflicting damage with this weapon all damage dealt is HP damage. Reduce the target’s AC by 5 until the beginning of your next turn. The target get disadvantage on all attack rolls until the beginning of your next turn.
- Unity
Beginning with your 14th level, you may manifest a weapon with multiple effects from “The Five Sins”, using an additional manifested weapon slot per effect of the weapon. You may not have the same effect twice. If all 5 effects are present on a weapon, you no longer suffer from the negative effects of the effects.
- Nix
Beginning with your 20th level you may, as a bonus action, enter a nihilistic state which lasts 10 minutes, for the duration of which you gain the following effects: 1. All creatures within 30ft of you disadvantage to their saving throws. 2. All creature’s within 30ft of you AC is reduced by your Charisma modifier. 3. All creatures within 30ft of you deal 10 less damage with attacks and spells.
Arbitre Jaune[edit]
- La position d'une couleur
You know one stance of the Arbitre Jaune. This stance doesn’t count to your stance limit.
- An Arbiter Awakens
Beginning with your 3rd level, you get 60ft darkvision. It is impossible to make you fall asleep. You have advantage for saving throws against magical effects.
- Fairycraft
Beginning with your 7th level, your manifested weapons deal 1d4 Fairy. Whenever a creature with Fairy deals or takes damage they take piercing damage equal to the amount of Fairy they have and then half the amount of Fairy they have. You are proficient with the following exotic weapons, and may summon them as part of the manifested weapons feature: Arbiter’s Fairy: Damage: 1d8 piercing, Ranged (80/120) Arbiter's Pillar: Damage: 1d6 blunt, Ranged, (120/150). Attacks in a 5ft by 10ft area. Arbiter’s Chain: Damage: 1d8 blunt, reach, finesse Arbiter’s Lock: Damage: 1d10 piercing, Ranged (120/180)
- Singularity
Beginning with your 14th level, you may replace any attack that’s part of an attack action with one of the following effects: T: Gain an additional reaction until the beginning of your next turn. W: Teleport up to 15ft in any direction. R: Attacks against you have disadvantage until the beginning of your next turn. K: Heal 1d8+ your proficiency modifier hitpoints. You may use this feature an amount of times equal to your proficiency modifier, restoring all uses on a long or short rest.
- True Arbiter
Beginning with your 20th level you may, as a bonus action, enter a sadistic state which lasts until disspelled, for the duration of which you gain the following effects: 1. All your attacks deal an additional 2d4 Fairy. 2. Spawn 4 Pillars within 60ft of you. The state lasts until you decide to end it or until the pillars are destroyed. The pillars have 10d6 HP and are resistant to all none-magical damage. You may not move further than within 60ft of the Pillars. When starting your turn further than 60ft of any of the pillars take 3d10 psychic damage that cannot be reduced in any way. 3. You are resistant to all types of damage. You may do any one of the following effects instead of any attack that’s part of an attack action: True Fairy: Chose a spot within 60ft of you. Any creature within 10ft of that spot must pass a DC18 dexterity saving throw or take 5d10 piercing damage, and half of that on a successful check. True Pillar: Every creature in 60ft in a select direction (top, bottom, left, right or a diagonal) must pass a DC18 dexterity saving throw or take 5d10 blunt damage, and half of that on a successful check. True Waves: Every creature in a 20ft cone must pass a DC18 dexterity saving throw or take 5d10 piercing damage, and half of that on a successful
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Stances[edit]
Default[edit]
Swordsman’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) slashing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with swords.
Spearmaster’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with spears.
Maceman’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) blunt damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with maces.
Daggermaster’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with daggers.
Bowman’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with bows.
Crossbower’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with crossbows.
Gunner’s Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. +(half of your proficiency modifier) to attack rolls with firearms.
Silence Noir[edit]
Excalibur[edit]
When swapping to this stance: +(your proficiency modifier) slashing damage until the beginning of your next turn. +(your proficiency modifier) to attack rolls with swords.
Carnwennan[edit]
When swapping to this stance: +(your proficiency modifier) piercing damage until the beginning of your next turn. +(your proficiency modifier) to attack rolls with daggers.
Ron[edit]
When swapping to this stance: +(your proficiency modifier) piercing damage until the beginning of your next turn. +(your proficiency modifier) to attack rolls with spears.
Joyeuse[edit]
When swapping to this stance: Enemies, when hit, must pass a DC12 charisma saving throw or be charmed for until the start of your next turn. This effect lasts until the beginning of your next turn. Successfully hitting the enemy gives them disadvantage on intelligence saving throws until the start of your next turn.
Durendal[edit]
When swapping to this stance: Enemies, when hit, must pass a DC12 charisma saving throw or be afraid of you for until the start of your next turn. This effect lasts until the beginning of your next turn. Successfully hitting the enemy gives them disadvantage on charisma saving throws until the start of your next turn.
Brume Rouge[edit]
Endless Slashes[edit]
When swapping to this stance: +(half of your proficiency modifier) slashing, piercing and blunt damage with melee weapons until the beginning of your next turn. You may swap to this stance multiple times per turn, even if you’re already using it
Focused Spirit[edit]
When swapping to this stance: +1 AC until the beginning of your next turn. Your attacks deal +(your proficiency modifier) more damage next turn.
Onrush[edit]
When swapping to this stance: Enemies, when hit, must pass a DC12 strength saving throw or be knocked prone. This effect lasts until the beginning of your next turn. If an opponent is dropped to 0 or less HP by you you may move up to 15ft without triggering reaction attacks and attack again.
Absolute Manifestation[edit]
When swapping to this stance: Your manifested weapons deal +(your proficiency modifier) additional damage until the beginning of your next turn. Your manifested weapons deal +(your proficiency modifier) additional damage.
Larme Violette[edit]
Piercing Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. Piercing damage dealt by you cannot be healed by a spell that’s level is less or equal to your proficiency modifier. This effect lasts 6d4 hours.
Slashing Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) slashing damage until the beginning of your next turn. Your attacks ignore resistances. If you hit an enemy they must pass a DC12 constitution saving throw or be weak to the following damage type until the end of your next turn (roll 1d6): 1-2 Slashing 3-4 Piercing 5-6 Blunt
Blunting Stance[edit]
When swapping to this stance: +(half of your proficiency modifier) blunt damage until the beginning of your next turn. If you hit an enemy they must pass a DC12 wisdom saving throw or have disadvantage on attack rolls until the beginning of your next turn.
Guarding Stance[edit]
When swapping to this stance: +1 AC until the beginning of your next turn. Gain 1 AC until the beginning of your next turn for every successful attack.
Réverbération Bleue[edit]
Largo[edit]
When swapping to this stance: if you have the Resonance feature gain 1 Vibration. Increase your initiative by 1. If you successfully hit a creature deal an additional +(half of your proficiency modifier)d4 thunder damage. If Absolute Resonance is active get an extra bonus action.
Allegro[edit]
When swapping to this stance: If you have the Resonance feature, increase the damage you deal by the amount of Vibration you have until the end of your turn, otherwise increase attack rolls by +1. If you have the Resonance feature, when you successfully hit a creature give it 1 Vibration. If Absolute Resonance is active get 1 Vibration. If you don’t have the Resonance feature, deal 1 additional damage.
Tempestuous Danza[edit]
When swapping to this stance: If you have the Resonance feature, increase the damage you deal by the amount of Vibration your target has until the end of your turn, otherwise increase attack rolls by +1. If you successfully hit a creature set it’s Vibration to 3. If Absolute Resonance is active set your Vibration to 3. If you don’t have the Resonance feature, deal 1 additional damage.
Crescendo[edit]
When swapping to this stance: If you have the Resonance feature, increase your Vibration by 1, otherwise increase attack rolls by +1. If you have the Resonance feature, when you successfully hit a creature set your Vibration to 0. Deal extra damage equal to double the Vibration lost. If Absolute Resonance is active do an extra attack. If you don’t have the Resonance feature, deal 1 additional damage.
Flamme Orange[edit]
Bì Àn[edit]
When swapping to this stance: Gain 1 AC until the beginning of your next turn. Your attacks deals an additional +(half of your proficiency modifier)d4 fire damage.
Bì Xì[edit]
When swapping to this stance: Deal an additional 1 fire damage until the beginning of your next turn. Your attacks deals an additional +(your proficiency modifier)d4 fire damage next turn.
Jin Nì[edit]
When swapping to this stance: Deal an additional +(half of your proficiency modifier) fire damage until the beginning of your next turn. Your attacks are replaced with a 15ft cone attack. Anyone in the cone must pass a DC 14 dexterity saving throw. If you don’t pass it take +(your proficiency modifier)d4 Fire damage, or half as much on a successful save.
Yá Zì[edit]
When swapping to this stance: Deal an additional +(half of your proficiency modifier) fire damage until the beginning of your next turn. Your attacks deals an additional +(half of your proficiency modifier)d4 fire damage next turn. Gain 1 AC next turn.
Tão Tiè[edit]
When swapping to this stance: Deal an additional +(your proficiency modifier) fire damage until the beginning of your next turn. Take 1d4 fire damage whenever you attack. Your attacks deals an additional +(half of your proficiency modifier)d4 fire damage.
Réplicants Orange[edit]
Feral Knives[edit]
When swapping to this stance: Your ranged attacks count as melee attacks for the purpose of various effects until the beginning of your next turn. Your attacks deal +(half of your proficiency modifier) slashing damage. If you have the Charge feature you may spend up to 18 charge on your melee attacks, dealing additional damage equal to your proficiency modifier for every 3 charge spent.
Mind Crush[edit]
When swapping to this stance: Take 1d4*proficiency modifier psychic damage. Your attacks deal psychic damage. If you have the Charge feature you may force a target to roll an Intelligence saving throw equal to 10 + your proficiency modifier by spending up to 10 charge, forcing 1 saving throw per 5 charge spent. For every failed save you may inflict the target with one of the following status effects for one turn: Charmed, Deafened, Frightened, Stunned or make them loose concentration.
Ground Smash[edit]
When swapping to this stance: Your attacks deal +1 slashing damage until the beginning of your next turn. You deal damage in a 5ft cone. If you have the Charge feature you may spend up to 20 charge on your attacks, increasing the range of the cone by 5ft per 5 charge spent.
Battle Command[edit]
When swapping to this stance: An ally of your choosing within 15ft of you deals more damage equal to your proficiency modifier until the beginning of your next turn. Allies within 10ft of you gain AC equal to half of your proficiency modifier. If you have the Charge feature you may spend up to 15 charge to give allies within 10ft of you 1 additional damage dealt per 3 charge spent until the beginning of your next turn.
Mécanisme Blanc[edit]
Lock[edit]
Enemies you hit must pass a DC 10+Constitution modifier saving throw or loose their standard action.
Sword of Volition[edit]
When swapping to this stance: For the rest of your turn you may choose for your attacks to deal one of the following types of damage: Slashing, Piercing or Blunt. You may choose to use up any amount of attacks that are part of an attack action and deal all their damage as part of one attack.
Unlock[edit]
When swapping to this stance: The dealt damage increases by 1 in the effect. Reset after a short or long rest. Your attacks deal +1 damage.
Multislash[edit]
When swapping to this stance: Your attacks deal +1 damage. If this the only stance you used in a turn next turn you get an extra attack as part of your attack action.
Bouffon Noir[edit]
Love[edit]
When swapping to this stance: Heal 1d4 hitpoints Whenever you successfully hit a creature with an attack recover 1d4 hitpoints.
Courage[edit]
When swapping to this stance: Your attacks deal 1d4 “Erosion” until the end of your turn. (See: Erosion feature) Whenever hitting a creature with Erosion reduce the creature’s movement speed by 5*Erosion amount until the beginning of your next turn.
Hope[edit]
When swapping to this stance: +(half of your proficiency modifier) piercing damage until the beginning of your next turn. Whenever you roll the maximum value with your weapon’s damage die deal an amount of damage equal to 10% of the target creature’s hitpoints.
Happiness[edit]
When swapping to this stance: Gain 1 AC for every successful hit this turn until the beginning of your next turn. Whenever you hit a creature the creature must pass a DC12 Constitution saving throw or be paralyzed for 1 turn.
Arbitre Jaune[edit]
Fairy[edit]
When swapping to this stance: Your attacks deal an additional 1 fairy until the beginning of your next turn (see: Fairycraft). Your attack ignores damage reduction effects.
Chain[edit]
When swapping to this stance: All your melee weapons get an additional 5ft reach until the beginning of your next turn. All your ranged weapons get 30ft additional effective and ineffective range until the beginning of your next turn. Any creature hit by you must pass a Constitution check equal to 10 + your proficiency modifier or be paralysed for 1 turn.
Pillar[edit]
When swapping to this stance: Your attacks deal an additional 1 fairy until the beginning of your next turn (see: Fairycraft). Any creature hit by you must pass a Constitution check equal to 10 + your proficiency modifier + your intelligence modifier or lose the effects of the Multiattack and Extra Attack features for 1 turn.
Fairy Lock[edit]
When swapping to this stance: All your melee weapons get an additional 5ft reach until the beginning of your next turn. All your ranged weapons get 30ft additional effective and ineffective range until the beginning of your next turn. Any creature hit by you must pass an Intelligence check equal to 10 + your proficiency modifier or any action that requires a bonus action to use now requires an action until the gbeggining of your next turn.
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