Kaleido, Variant (5e Class)
Kaleido, Variant[edit]
There are times when the party needs someone specific... A fighter to act as a front line, to cut down your enemies. A monk when regular weaponry just isn't going to cut it. A Paladin to defend your allies from the threats. A ranger to provide support from a distance with their bow. A sorcerer or wizard to provide wide array of different magic for the situation at hand. A cleric to heal wounded allies. A druid to become one with nature itself. A bard to give everyone a good time.
A kaleido is a spellcaster, but not bound by their choice, they have obtained the magic to gain a small piece of all the other classes. By installing it into themselves, they transform into it for a limited time. Not as a multi-class, but an actual change in class, changing their weaponry and armor to suit the new class that they have become. As a jack of all trades, they are a master of none. They lack the full abilities of the actual classes, but they are able to make up for it with versatility.
Ever Changing[edit]
Like a kaleidoscope, by rotating just slightly, they can change to have a completely different array of abilities. By expending their magic, a kaleido can change their proficiencies and bolster themselves using magic to fit the class they changed into more. To do this, they need very high intellect, and the ability to learn each individual race that they decide to change into.
Creating a Kaleido[edit]
A Kaleido and her many forms. |
With all the choices visible before you, you are unable to choose between all the beautiful forms that will be the choice that will decide to stay with forever. So instead of choosing one, you chose them all. Learning magic to obtain the basic abilities of the other classes. If you're new, you may also choose a kaleido to test out how each of the original classes work.
- Quick Build
You can make a kaleido quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a greatsword and Fighter and Sorcerer,Barbarian is good option as well at first Install.
Class Features
As a Kaleido you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Kaleido level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Kaleido level after 1st
- Proficiencies
Armor: None
Weapons: Daggers, quarterstaffs
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon or (b) a martial weapon
- (a) a scholar's pack or (b) an explorer's pack
- A kaleid
- Any light armor
- If you are using starting wealth, you have 4d4 x 10 gp if using starting wealth in funds.
Level | Proficiency Bonus |
Features | Install | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Kaleid | 0 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Install, Class Change | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Kaleido Form feature | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Additional Install, Improved Class Change | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Multiclass, | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Kaleido Form feature | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Additional Install, Improved Class Change,Zwei Form | 7 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Kaleido Form feature | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Additional Install, Improved Class Change | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Improved Multiclass | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Kaleido Form feature | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Additional Install, Improved Class Change | 12 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Beauty of Form | 12 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a learner of magic, you learn spells and input them into your kaleid.
- Cantrips
At 1st level, you can prepare up to your proficiency modifier number of cantrips of your choice from any spell list. You may change this list of cantrips when you finish a long rest. However, you can only cast Wizard cantrips while in your base form, unless an Install says otherwise.
- Preparing and Casting Spells
The Kaleido table shows how many spell slots you have to cast your spells of 1st level or 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. However, you can only cast 1st level or higher spells in the Wizard spell list while in your base form.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your kaleid equal to your Intelligence modifier + your kaleido level (minimum of one spell). The spells must be of a level for which you have spell slots. For example. if you're a 3rd-level kaleido, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your kaleid. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent observing your kaleid and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Intelligence is your spellcasting ability for your kaleido spells. since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a kaleido spell you cast and when making an attack roll with one. However, this may change depending on which form you are in.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast a kaleido spell as a ritual if that spell has the ritual tag and you have the spell in your kaleid. You don't need to have the spell prepared.
- Spellcasting Focus
You can use your kaleid as a spellcasting focus for your kaleido spells. You cannot use a component pouch.
- Learning Spells of 1st level and higher
Each time you gain a kaleido level, you can add two spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Kaleido table. On your adventures, you might find other spells that you can add to your kaleid.
Kaleid[edit]
Your Kaleid is similar to a spellbook. You carry it on you at all times. It is a record of your progress and intellectual breakthroughs you had about the nature of the multiverse.
- Copying a Spell into the Kaleid
When you find a spell of 1st level or higher, you can add it to your Kaleid if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your kaleid involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the one who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
- Replacing the Kaleid
You can copy a spell from your own kaleid into another book. For example, if you want to make a backup copy of your kaleid. This is just like copying a new spell into your kaleid, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. To install a kaleid with the magic that the previous one had, it consumes an additional 50 gp per class installation.
If you lose your kaleid, you can use the same procedure to transcribe the spells that you have prepared into a new kaleid. Filling out the remainder of your kaleid requires you to find new spells to do so, as normal. For this reason, many kaleidos keep backup kaleid in a safe place.
- Storage
Your kaleid also functions as a storage. You can put up to your Kaleido level + Intelligence modifier number of weapons, armors, clothes and any kind items, each, into the kaleid, to store them into its pages. Ammunition may also be stored inside its pages, but only one quiver with up to 20 of any combination of arrows and bolts. you can take out any of these items as you would a normal item interaction from your bags. The weight is not preserved, and these weapons and armor weigh as much as a piece of paper while inside the kaleid. If the kaleid is destroyed, the items comes out and lands on the ground.
- Arcane Mastery
Your kaleid also give you one specific type of magic school,gain the wizards school features of your choice at level 3rd,10th,17th.
- The Kaleid's Appearance
Your kaleid is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous kaleid in a mishap. You may additionally have it transform into one of the weapons in your storage as an action. It gains all the properties of the weapon that it is transformed into, including magical ones. But if the transformed kaleid leaves your grasp, it reverts back to its original form of a book.
Install[edit]
Starting at 2nd level, your study proves to be fruitful and you gain a small portion of the other class's powers. Choose three between Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, or Warlock. You install this class into your Kaleid and it is now usable for your Kaleido features.
You can choose an additional 2 classes to install at 6th, 10th and 14th level, and then an additional three at 18th level. The total number of installed classes is shown in the Install column of the Kaleido table.
Class Change[edit]
Starting at 2nd level, using an action, you can have your Kaleid merge with you and grants you the features of that form as described below. You can only stay in this form for 1 minute. You can revert to your base form at any time with no action required by you. Additionally while you're still changed, as a bonus action, you can change into another form that you have Installed. When you change your form or when you revert to normal, you lose all the features that form granted you. Changing this way does not consume a usage of Class Change. Any active features granted by that form, such as the Barbarian Form's Rage, will also instantly end. You can activate Class Change a number of times equal to your proficiency bonus plus your Intelligence modifier. You regain all uses of this feature at the end of a long rest.
When you use a feature of a form with a limited number of uses, the remaining amount transfers to the next time you change back into that form and you regain all uses at the end of a long rest. Also, even though you are in that class's form, you do not count as that class for attuning of magical items (The Artificer form is an exception).
During the time when you change your class, either by action or bonus action, you can have your Kaleid give you any weapon, equipment, and clothing that it was storing in its pages, and store any number of weapon, equipment and clothing you were wearing inside the Kaleid, up to the maximum it can hold. You can additionally also use this time to change the form of your Kaleid to another weapon that is stored inside. When the duration is over, the Kaleid returns to its normal form as a book.
The duration that you stay in this changed class increases to 10 minutes at 6th level, 1 hours at 10th level, 24 hours at 14th level, and unlimited at 18th level.
Ability Score Increase[edit]
When you reach 4th level, and again at 6th, 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.
Multiclass[edit]
Starting at 7th level, when you activate Class Change using an action, or while in Class Change, as a bonus action, you can use one additional usage of Class Change to choose two classes' form to take on and gain both form's features. Your spellcasting is the highest level of the two that allows spellcasting. For example, if you chose Fighter and Sorcerer, you can use your spellslots to cast up to 9th level spells.
However, due to installing two classes into yourself, the time that you can stay in this multiclass state is limited. The duration of Class Change is changed to one minute, and you cannot use your bonus action to change any of the classes.
Starting at 15th level, the duration of having two forms active is increased to one hour and you are able to freely switch one or both as you would for Class Change, switching these do not consume uses of Class Change. Additionally, as an action, by using three uses of Class Change, you can now have three classes's forms active at once. The duration of Class Change is changed to one minute and similarly, you cannot use your bonus action to change any of the classes.
Zwei Form[edit]
Starting at 10th level you gain an additional Kaleid which can't use a storage feature. As an additional;once per long rest you can install by two kaleid at the same time to gain a powerful form;Zwei Form.While in this forms you gain all kaleido forms you owned however the you can stay in this form up to only 1 minute.When the zwei form end you gain 2 levels of exhaustion.
At 20th you no long suffer from this form exhaustion and last for 1 hour.
Beauty of Form[edit]
Starting at 20th level, you have gained mastery of all forms, granting you knowledge by experience, and you have been through tough battle granting you great endurance. Your Intelligence and Constitution increase by 4. Your maximum for this score is now 24. Additionally, Class Change no longer requires any action by you to activate nor change form and you no longer consume uses of Class Change to activate it except for Multiclass.
Kaleido Forms[edit]
Artificer Form[edit]
Magical power surges within the items that you hold, a power that can infuse spells.
- Magical Crafting Knowledge
Knowledge of magical crafting is installed to you by your kaleid, allowing you to infuse items with wonderous effects.
When you Class Change into this form, you gain proficiency in Light armor, simple weapons, firearm weapons, shields, thieves' tools, tinker's tools and one artisan tool of your choice. You can pick a new artisan tool every time you change into this form.
Starting at 11th level, You can attune to up to four magic items at once while you have this form installed into your kaleid. and At 14th level You can attune to up to five magic items at once and ignore all class, race, spell and level requirements on attuning to or using a magic item while you have this form installed into your kaleid (The attuned magic items will be retained the next time you change your class to Artificer. Although, you cannot use magic items that exceed your 3 attuned item slots and have class restrictions with the exception of Wizard-only items in other forms).
- Infusion
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. You can infuse two items during a long rest with magical properties, You can infuse two more items at 6th, 10th, 14th and 18th Artificer Infusions
Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.(your infusions dont vanishes when you Class Change to another form )
You can infuse more than one nonmagical object at the end of a long rest. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space
You can pick new infusions every time you change into this form.
- Right tool for the job
At 5th level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
- Experimental Elixir
at 5rd level, once per long rest when you Class Change , you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs When you Class Change: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
Experimental Elixir d6 Effect
- 1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
- 2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
- 3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
- 4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
- 5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
- 6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
- Flash of Genius
Starting at 9th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Additionally your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- Spell Storing
When you reach 13th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from your kaleid that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
- Soul of Artifice
At 17th level, you develop a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Barbarian Form[edit]
Primal instincts are installed into you by your kaleid, allowing you to go into a barbarian rage.
Barbarian's Instincts[edit]
When you Class Change into this form, you gain proficiency in shield, simple weapons and martial weapons. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit. If your Strength modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. While these instincts are installed into you, you cannot cast any spells granted by the kaleido class except wizard cantrips while in this form.
Additionally, when you Class Change into this form, you roll an amount of d6 equal to your Kaleido level, then add your kaleido level times your Constitution modifier number, and gain that number of temporary hp. You regain usage of this part of this feature when you finish a long rest.
Rage[edit]
Starting at 2nd level, when you class change into this form, you can enter a rage as a bonus action. You gain the following benefits if you aren't wearing heavy armor.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus of +2 to the damage roll. This increases to +3 at 17th level.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you cannot cast any spells granted by the kaleido class except wizard cantrips while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You can only rage up to half your proficiency bonus number of times rounded up. You can never rage than this many times unless you gain a higher maximum from another feature, then you have that number as your maximum number of usages instead. You regain all uses of Rage at the end of a long rest.
Barbarian's Aggressiveness[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Your speed also increases by 10 feet while you aren't wearing any armor.
Frenzy[edit]
At 5th level you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Brutal Critical[edit]
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Relentless Rage[edit]
Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Retaliation[edit]
Beginning at 17th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.
Bard Form[edit]
Musical sense is installed into you, and you learn how to weave magic using the vibrations in the air.
Bard's Senses[edit]
When you choose Bard for Install, additionally choose a musical instrument.
When you Class Change into this form, you gain proficiency in that musical instrument that you chose, along with proficiency in light armor and Performance. If your Charisma modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. You can now additionally use Bard Cantrips that you prepared and use your spellslots to cast Bard Spells that you prepared as first level or higher.
Bardic Inspiration[edit]
Starting at 2nd level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier(a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and then a d12 at 17th level.
Magical Inspiration[edit]
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Psychic Blades[edit]
Starting at 5th level, gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 3d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror[edit]
At 5th level you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
Mantle of Majesty[edit]
At 9th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
Mantle of Whispers[edit]
At 13th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Shadow Lore[edit]
Starting at 17th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a long rest.
Cleric Form[edit]
A cleric's faith is installed into you, and allows you to become a conduit for a deity's divine power.
Cleric's Faith[edit]
When you Class Change into this form, you gain proficiency in light armor, medium armor and shields. If your Wisdom modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. Your Kaleid is now considered a Holy Symbol and you can now additionally use Cleric Cantrips that you prepared and use your spellslots to cast Cleric Spells that you prepared as first level or higher.
Disciple of Life[edit]
Also starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature. the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Turn Undead[edit]
At 5th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw with DC equal to your Kaleido spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. You must then finish a short or long rest to use your Channel Divinity again.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Blessed Healer[edit]
Beginning at 9th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life[edit]
Starting at 13nd level, you can use Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Kaleido level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Divine Intervention[edit]
Beginning at 17th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Kaleido level, your deity intervenes. The. DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Druid Form[edit]
A druid's attunement with nature is installed into you, and you gain their powers to become one with it.
Druid's Attunement[edit]
When you Class Change into this form, you gain proficiency in light armor, medium armor and shields, and you cannot wear armor or use shields made of metal. If your Wisdom modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. Your Kaleid is now considered a Druidic Focus and you can now additionally use Druid Cantrips that you prepared and use your spellslots to cast Druid Spells that you prepared as first level or higher.
Wild Shape[edit]
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You can never use Wild Shape than this many times unless you gain a higher maximum from another feature, then you have that number as your maximum number of usages instead. You regain expended uses when you finish a short or long rest. Your kaleido level determines the beasts you can transform into.
- Starting at 2nd level, you can transform into any beast that has a challenge rating of 1 or lower that doesn't have a flying or swimming speed.
- Starting at 6th level, you can transform into a beast with a challenge rating as high as your Kaleido level divided by 3, rounded down. that doesn't have a flying speed.
- Starting at 10th level, you can transform into a beast with a challenge rating as high as your Kaleido level divided by 3, rounded down.
You can stay in a beast shape for a number of hours equal to half your kaleido level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Your Kaleid must merge into your new form. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Combat Wild Shape[edit]
Starting at 5th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended and your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape[edit]
Starting at 9th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms[edit]
When you reach 13th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Beast Spells[edit]
At 17th level, you can cast many of your kaleido spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a kaleido spell while in a beast shape, but you aren't able to provide material components.
Fighter Form[edit]
A Fighter's style of fighting is installed into you, and you gain mastery over many weapons.
Fighter's Style[edit]
When you Class Change into this form, you gain proficiency in all armors, shields, simple weapons and martial weapons. If your Strength or Dexterity modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. While these style of fighting is installed into you, you cannot cast any spells granted by the kaleido class except wizard cantrips while in this form. Each time you enter this form, choose a Fighting Style:
- Archery
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
- While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
- 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.
- Protection
- When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Action Surge[edit]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Manifest Echo[edit]
At 5th you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation[edit]
At 5th you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Echo Avatar[edit]
Starting at 9th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr[edit]
Starting at 13th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
Monk Form[edit]
The training of a Monk is installed into you, and you learn how to do martial arts. After further study, you learn to control ki and fight with it.
Monk's Training[edit]
When you Class Change into this form, you gain proficiency in simple weapons and any weapon your kaleid is transforms into . If your Dexterity modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. While this training is installed into you, you cannot cast any spells granted by the kaleido class except wizard cantrips while in this form. Additionally, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Starting at 5th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield and you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 13th level, your speed increases by an additional 10 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Martial Arts[edit]
Starting at 2nd level, the practice of martial arts installed into you gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a 1d4 in place of the normal damage of your unarmed strike or monk weapon. This increases to a 1d6 at 5th level, 1d8 at 11th level.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Dedicated Weapon[edit]
Starting at 2nd level, if your kaleid take the form of a weapon you can treat it as a monk weapon
The weapon must meet these criteria:
- The weapon must be a simple or martial weapon.
- It must lack the heavy and special properties.
Ki[edit]
Starting at 5th level, the training you installed into yourself allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have your kaleido level number of ki point. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.
- Flurry of Blows
- Immediately after you take the Attack action on your turn, you can spend I ki point to make two unarmed strikes as a bonus action.
- Patient Defense
- You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
- You can spend I ki point to take the Disengage or Dash action as a bonus action on your turn. and your jump distance is doubled for the turn.
Hands of Healing[edit]
at level 5, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Hands of Harm[edit]
at level 5, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Physician's Touch[edit]
Starting at 9th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Tongue of the Sun and Moon[edit]
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Hand of Ultimate Mercy[edit]
At level 17th your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Paladin Form[edit]
The righteousness of a Paladin is installed into you to protect your allies.
Paladin's Righteousness[edit]
When you Class Change into this form, you gain proficiency in all armors, shields, simple weapons and martial weapons. If your Charisma modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. Your Kaleid is now considered a Holy Symbol and you can now additionally use your spellslots to cast Paladin Spells that you prepared as first level or higher. However, you can only use spellslots up to 5th level.
Lay on Hands[edit]
Starting at 2nd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Kaleido level x 5. You can never have more than this number of in this pool unless you gain a higher maximum from another feature, then you have that number as your maximum number of hit points in the pool instead. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Paladin's Smite[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Channel Divinity[edit]
At 5th level you gain the following two Channel Divinity options.
Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Aura of Protection[edit]
Starting at 9th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Improved Divine Smite[edit]
Starting at 13th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch[edit]
Beginning at 17th level, you can use your action to end one spell or harmful effect on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your half your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Ranger Form[edit]
The experience of a Ranger is installed into you, and you learn how to fight against a multitude of different enemies.
Ranger's Experience[edit]
When you Class Change into this form, you gain proficiency in Light armor, medium armor, shields, simple weapons, martial weapons, and Nature. If your Dexterity modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. You can now additionally use your spellslots to cast Ranger Spells that you prepared as first level or higher, however you can only use spellslots up to 5th level.
Favored Enemy[edit]
When you Class Change into this form, you gain the experience from studying, tracking, hunting and talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You can pick a new type whenever you Class Change into this form again.
Deft Explorer[edit]
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.You can pick a new languages whenever you Class Change into this form again.
Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Prey[edit]
At 9th level, when you Class Change into this form, choose to gain one of the following features of your choice.
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
You can pick a new type whenever you Class Change into this form again.
Defensive Tactics[edit]
Starting at 13th level, you gain one of the following features of your choice.
- Escape the Horde. Opportunity attacks against you are made with disadvantage.
- Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Steel Will. You have advantage on saving throws against being frightened.
You can pick a new type whenever you Class Change into this form again.
Volley[edit]
At 17th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Rogue Form[edit]
The rogue's cunning is installed into you, and you learn their stealthy ways.
Rogue's Cunning[edit]
When you Class Change into this form, you gain proficiency in Light armor, simple weapons, thieves' tools, and Stealth. If your Dexterity modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. While you are being so cunning, you cannot cast any spells granted by the kaleido class except wizard cantrips while in this form.
Additionally, this quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack[edit]
Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
You can only use Sneak Attack once per turn
The amount of the extra damage of this feature increases by 1d6 at 5th (3d6), 8th (4d6), 11th (5d6), 14th (6d6), 17th (7d6), 20th, (8d6).
Psionic Power[edit]
Starting at 5th level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Psychic Blades[edit]
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Evasion[edit]
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.
Soul Blades[edit]
Starting at 13th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Rend Mind[edit]
Beginning at 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Sorcerer Form[edit]
The sorcerer's talent is installed into you and you learn how to tap into the same kind of magic that they can use.
Sorcerer's Talent[edit]
When you Class Change into this form, if your Charisma modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. Your Kaleid is now also considered a arcane focus and you can now additionally use Sorcerer Cantrips that you prepared and use your spellslots to cast Sorcerer Spells that you prepared as first level or higher.
Wild Magic[edit]
Starting at 2nd level, you learn how to tap into the wild forces of chaos that underlie the order of creation, increasing the variety of spells you can cast.
- Wild Magic Surge
- Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.
- Tides of Chaos
- Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Font of Magic[edit]
At 5th level, you learn to tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points
- You have a number of sorcery points equal to your level. You can never have more sorcery points than this many sorcery points unless you gain a higher maximum from another feature. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting
- You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels,
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spellslot vanish after a long rest.
Spell Slot Level | Sorcery Point Cost | |
---|---|---|
1st | 2 | |
2nd | 3 | |
3rd | 5 | |
4th | 6 | |
5th | 7 |
- Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic[edit]
At 9th level, you gain the ability to twist your spells to suit your needs. when you Class Change into this form, choose two of the following Metamagic options to have for the duration. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
- When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
- When you cast a spell that has a range of 5 feet or greater. you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend I sorcery point to make the range of the spell 30 feet.
- Empowered Spell
- When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extend Spell
- When you cast a spell that has a duration of 1 minute or longer, you can spend I sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
- When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
- When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). You can pick a new set of options whenever you Class Change into this form again.
Starting at 17th level, you instead choose 3 when you Class Change into this form.
Bend Luck[edit]
Starting at 13th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos[edit]
At 17th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Warlock Form[edit]
You learn of the Warlock's Pact and similarly, you understand how this pact gives them their power. However, you are unable to unlock their full potential due to lack of an real pact.
Warlock's Pact[edit]
When you Class Change into this form, you gain proficiency in Light armor, simple weapons and you additionally gain the Eldritch Blast cantrip. if your Charisma modifier is lower than your Intelligence modifier, it is now equal to with your Intelligence modifier. Your Kaleid is now also considered a arcane focus and you can now additionally use Warlock cantrips that you prepared and use your spellslots to cast Warlock Spells that you prepared as first level or higher. However, you can only use spellslots up to 5th level.
Fey Presence[edit]
Starting at 2nd level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Charisma saving throw against your Kaleido spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Eldritch Invocations[edit]
Starting at 5th level, you learn of the fragments of the forbidden knowledge that imbue the warlocks. when you Class Change into this form, choose your proficiency bonus number of eldritch invocations of your choice and gain their effects. You can pick a new set every time you change into this form.
Misty Escape[edit]
Starting at 9th level. you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Mystic Arcanum[edit]
At 13th level, your learn of a magical secret called an arcanum. Choose one 6th-level and one 7th-level spell from the warlock spell list as this arcanum. You can cast each of your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. These spells cannot be changed, and when you Class Change into this form again, it will be the spell that you chose previously. You regain all uses of your Mystic Arcanum when you finish a long rest.
At 17th level, choose one 8th level spell and one 9th level spell to add to this Mystic Arcanum.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Kaleido class, you must meet these prerequisites: Intelligence 13
Proficiencies. When you multiclass into the Kaleido class, you gain the following proficiencies: None
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