Kaleido (5e Class)
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Kaleido[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 class 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 as 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, darts, slings, quarterstaffs, and light crossbows
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
- 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 | 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 + proficiency bonus. The spells must be of a level for which you have spell slots.
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 three 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.
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, 2 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 two 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.
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 both 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, 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.
- 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.
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. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
- 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.
- Magical item Adept
When you reach 13th level, you achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
- Spell Storing
At 17th 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 the artificer spell list 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.
Barbarian Form[edit]
Primal instincts are installed into you by your kaleid, allowing you to go into a barbarian rage.
- Barbarian's Instincts
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
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 can't cast them or concentrate on them 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
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.
- Brutal Critical
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
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.
- Persistent Rage
Beginning at 17th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
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
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
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 13th level and then a d12 at 17th level.
You can never use Bardic Inspiration more 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.
- Psychic Blades
Starting at 5th level, 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.
- Mantle of Whispers
Beginning when you reach 9th 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
At 13th 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.
- Superior Inspiration
Starting at 17th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
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
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
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
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
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
Starting at 13th 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
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
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
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 1/4 or lower that doesn't have a flying or swimming speed.
- Starting at 4th level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn't have a flying speed.
- Starting at 8th level, you can transform into any beast that has a challenge rating of 1 or lower.
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
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.
- Primal Strike
Starting at 9th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally you can transform into a beast with a challenge rating as high as your Kaleido level divided by 3, rounded down.
- Nature's Ward
When you reach 13th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
- Beast Spells
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
When you Class Change into this form, you gain proficiency in all armors, shields, simple weapons and martial weapons. If your Strength 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
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.
- Extra Attack
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.
- Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
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
When you Class Change into this form, you gain proficiency in simple weapons, shortswords. 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
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 10th level, 1d8 at 18th 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 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Ki
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 half your kaleido level number of ki points. You can only have this up to this number of ki points unless you gain a higher maximum from another feature, then you have that number as your maximum number of kit instead. 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.
- Deflect Missiles
Starting at 9th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Kaleido level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack with a range of 20/60.
- Evasion
At 13th level, your the instinctive agility of a monk lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Diamond Soul
Beginning at 17th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Paladin Form[edit]
The righteousness of a Paladin is installed into you to protect your allies.
- Paladin's Righteousness
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. Additionally the divine magic flowing through you makes you immune to disease.
- Lay on Hands
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 your Kaleido level x 5. 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
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.
- Aura of Protection
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.
- Aura of Courage
Starting at 13th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
- Cleansing Touch
Beginning at 17th level, you can use your action to end one spell 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
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
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.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Hunter's Prey
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.
- Vanish
Starting at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
- Volley
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
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
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 even if you have a duplicate of this feature. And if the other Sneak Attack's number of damage dices is higher, use that instead.
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).
- Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Evasion
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.
- Supreme Sneak
Starting at 14th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
- Elusive
Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
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
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
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
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 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
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
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
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
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.
- Presence Fey
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
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
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
At I3th 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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