Kindred (5e Class)

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The Kindred[edit]

Myths and Legends, stories of heroes and great feats of bravery, tales of dreadful evils lurking beneath, rumors of a forgotten civilization. No matter the race or species stories are recorded and told time and time again, from the simplest of towns to the farthest of planes.

There is one myth in particular that tells of a hidden tribe and it's people, warriors who fight not with their weapons but alongside them in perfect teamwork, superior technique and powerful spells. These weapons are said to be something beyond simply animated, imbued with a spiritual magic that gives them life and personality. Throughout history rumors have been told of a people who fight and speak to their flying weapons with mentions of such rumors even dating back to ancient times. Whether this tribe truly exists is unknown, another tale told to pass down for the generations, but one thing is for certain.. legends always start from somewhere.

An Unbreakable Bond Between Kindred Spirits[edit]

The Kindred are a mythical tribe of people who live alongside their living weapons, treating them like comrades or siblings. Their name derives from the fact that the connection between them and their living weapon are that of a spiritual bond, kindred spirits so to speak. A Kindred is not one, but two living beings comprised of the wielder and the weapon, both of which work together in harmony to overcome whatever challenges may lie before them. This spiritual connection which ties the wielder and weapon together unlocks the latent magic potential in all beings, allowing the both of them to use the arcane weave of magic and cast spells to a certain degree. As the Kindred grow stronger so do their bonds, in turn making them more powerful, capable of using incredible abilities and feats.

Kindred are born when the wielder undergoes a sacred ritual, where upon becoming an adult they are tasked with a pilgrimage in search of minerals and materials that call to them and forge them into a special weapon of their own design. Upon doing so they return to the tribe and submerge themselves in a sacred pool of magic water hidden deep within the mountain which their village is built upon, infusing their weapon with a soul and binding the two with a mystical, unbreakable bond. Most Kindred stay within their tribe, however those who feel adventurous often leave to explore the rest of the world together, but are considered exiled and may not return to the tribe. This is subject to change per player character backstory if so desired.

Creating a Kindred[edit]

When making a Kindred it is important to keep in mind that you are playing two halves of a whole, the wielder and the weapon. While your character is the main focus their weapon should be only second to such and should compliment your character well with not only what type of weapon it is, but also what material it's made of and their personality and name. What mineral, ore or material the weapon is made of can range from simple steel to glass or even something unconventional like paper, there's a very wide range of choices, and the weapon's magic properties makes it incredibly durable despite it's material build, but think like this: "What material/mineral/ore would my character use to make their weapon?". It is also important to note that the material used does not affect the weapon's stats and is purely for flavor and aesthetic, and if any high grade materials that would grant special properties such as adamantium is used then that must be brought to your DM's attention and discretion. When it comes to the name of your character's weapon you can get pretty creative with it, so long as it makes sense for the type of weapon that it is or compliments your character. The weapon's personality should also compliment your character, perhaps it's a mace made of quarts and it glows different colors depending on it's mood, or perhaps it's a longsword which holds itself in high regard and doesn't like getting dirty. These personality quirks are ultimately for flavor and fun, meant to emphasize that your weapon is no normal animated object and is even fully sentient, capable of expressing emotions. Here are some examples of a Kindred's weapon: A massive maul made of obsidian named "Core Breaker", a quarterstaff made of sussur tree bark named "Oracle", a katana made of origami paper named "Quil"...

As for the character themselves, you most likely decided to leave your tribe to explore the world which lies beyond it and head out on a grand adventure! Or something happened to your tribe and you're on a quest of vengeance. There's a lot of options but those two are the most simple reasons for why your character is away from their tribe. Most adventurous Kindred are very curious and easily excitable about the many things that they've never seen before outside of their home, and have a keen taste for combat since it's an integral part of their culture. Or you shy away from combat and prefer to keep your distance, your character's personality traits and quirks are ultimately up to you to decide. However one thing is for certain when it comes to making a Kindred, and that is the fact that weapons are sacred in their eyes. They often see small details in weapons that only an experienced blacksmith would notice, and treat all weapons with a deep respect and honor. They don't see weapons as simply tools of combat and war, but as people. Each groove and nick in a weapon is a part of it's personality and history, and to Kindred such things are something to be celebrated.

Quick Build

You can make a Kindred quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score (depending on which weapon you choose for your Kindred Weapon), followed by Constitution and then Wisdom. Second, choose one from these races: Human, Elf, Half-Elf, Tiefling, Aasimar. Third, choose the Far Traveler background.

Class Features

As a Kindred you gain the following class features.

Hit Points

Hit Dice: 1d8 per Kindred level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Kindred level after 1st

Proficiencies

Armor: Light and medium armor
Weapons: All simple weapons and 2 martial weapons of your choice
Tools: smith's tools
Saving Throws: Dexterity and Wisdom
Skills: Choose 2 from the following: Athletics, Acrobatics, Investigation, Nature, Perception, Survival, Sleight of Hand, and Arcana.

Equipment

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

Table: The Kindred

Level Proficiency
Bonus
Spirit Points Weapon Mastery Cantrips Known Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 0 0 2 Kindred Weapon, Kindred Spellcasting, Fighting Style 0
2nd +2 2 1 2 Kindred Instincts, Weapon Mastery 0
3rd +2 3 1 2 Improved Kindred Spellcasting, Destined Potential 2 2
4th +2 4 2 3 Ability Score Improvement 3 3
5th +3 5 2 3 Extra Attack, Kindred Weapon Ability Improvement 3 3
6th +3 6 2 3 Destined Potential Feature 3 3
7th +3 7 3 3 Keen Spirit 4 4 2
8th +3 8 3 4 Ability Score Improvement 4 4 2
9th +4 9 3 4 Call to Arms 4 4 2
10th +4 10 3 4 Heightened Instincts, Kindred Weapon Ability Improvement 5 4 3
11th +4 11 4 4 Destined Potential Feature 5 4 3
12th +4 12 4 4 Ability Score Improvement 5 4 3
13th +5 13 4 5 Spell Infused Combat 6 4 3 2
14th +5 14 4 5 Spiritual Empathy 6 4 3 2
15th +5 15 5 5 Destined Potential Feature, Kindred Weapon Ability Improvement 6 4 3 2
16th +5 16 5 5 Ability Score Improvement 7 4 3 3
17th +6 17 5 5 Perfect Kindred Attunement 7 4 3 3
18th +6 18 5 5 Destined Potential Feature 7 4 3 3
19th +6 19 6 5 Ability Score Improvement, Epic Boon 8 4 3 3 1
20th +6 20 6 5 Destined Potential Feature 8 4 3 3 1

Kindred Weapon[edit]

A Kindred Weapon is made to become a Kindred's other half, born from the mystical spirit water that is sacred to the Kindred. The waters act as a door between the material plane and the ethereal plane, and a kindred spirit is summoned into the weapon and given a body.

Starting at 1st level, the Kindred gains access to their Kindred Weapon, a magic living weapon companion. Choose any simple or martial weapon, made of materials of your choice for your Kindred Weapon, which you also become proficient with and can use it's Mastery property, which it can use by itself as well (read the "Creating a Kindred" section above for rules and examples of usable materials).

Your Kindred Weapon is conscious and aware of it's surroundings with a personality of it's own. Your Kindred Weapon has blindsight up to 10ft and can see normally, using the same vision rules that you do (e.g. if you have darkvision up to 60ft, so does your Kindred Weapon). It uses the same rules that you do in regards to being charmed, frightened, possessed, etc.. (e.g. if you can be affected by charm person, then it can be affected by charm person). It uses your ability scores, proficiencies, skill bonuses, and saving throws. Your Kindred Weapon also counts as a magic weapon, overcoming normal slashing, bludgeoning and piercing resistances. If your Kindred Weapon is one that requires ammunition then it ignores the need for ammunition and creates it's own, however any ammunition fired from your Kindred Weapon disappears at the end of your turn. You and your Kindred Weapon always know the location of one another so long as one or the other isn't on another plane of existence.

Your Kindred Weapon has two states, inactive and active. While in the active state it has a flying speed of 30ft and can choose to passively levitate, and is able to take only these actions: attack, dodge, shove, dash, disengage, hide, and help. It is also able to take bonus actions and reactions as normal. While in the inactive state it counts as incapacitated, but is still conscious and aware of it's surroundings. It loses all movement speed, no longer levitates, can't take any actions or reactions, and can only use it's bonus action to enter the active state.

The Kindred and it's weapon are of the same mind in and outside of combat. During combat your Kindred Weapon takes it's turn on your turn and uses your stat modifiers and proficiency bonus to determine attack and damage bonuses (the same way you would determine such if you were attacking with said weapon). It is also resistant to all non-magic damage and is immune to psychic, poison and non-magic acid damage but can only be chipped, dulled or broken by an effect specifically designed to destroy magic items. While you are wielding your Kindred Weapon you gain +2 AC and your Kindred Weapon is immune to all damage and magical effects (charmed, frightened, etc..), however the AC bonus only takes effect if your Kindred Weapon is in the active state. You cannot wield your Kindred Weapon and another weapon at the same time.

Your Kindred Weapon counts as a permanently attuned magic item, effectively reducing your magic item attunement slots by 1. Your Kindred Weapon has a passive perception equal to your passive perception plus half your Kindred level (rounded up), and is capable of making perception checks that rely on sight or hearing.

The HP and AC of your Kindred Weapon depends on the size and weight of the weapon you chose (see table below), gaining more max HP along with you as you level up, using the same HP rolled on your hit dice and your added Constitution bonus. If your Kindred Weapon's HP is reduced to 0, it's forced into the inactive state and can only re-enter the active state after you take a short or long rest. Should your health be reduced to 0 your Kindred Weapon will still remain active unless incapacitated, and will attempt to protect you at all costs. It uses the same rules as you do for regaining HP via short and long rests (recover health equal to 1 of your hit dice + your Constitution modifier for a short rest). The Kindred Weapon cannot be healed via healing spells or potions.

Health and AC to weight/size ratio
Weapon HP AC
Light/Small 15 18
Medium/Average 20 16
Heavy/Large 30 14

Kindred Spellcasting[edit]

The Kindred are attuned to the spiritual energy flowing within them, granting them the ability to access the arcane weave and use a small bit of magic.

At 1st Level, both the Kindred and the Kindred Weapon are able to cast cantrips. With Kindred Spellcasting, your Kindred Weapon is also capable of casting your prepared cantrips and spells, using your save DC and modifiers and ignores verbal and somatic components. Any material components necessary for a spell cast by your Kindred Weapon must be on your person in order to be cast and are consumed upon use.

Cantrips[edit]

At 1st level, you know two cantrips from the Kindred spell list of your choice which you and your Kindred Weapon may access. You may swap out one cantrip for another with every new level.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Kindred spells, since the power of you and your Kindred Weapon's magic relies on their ability to project their will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Kindred spell you or your Kindred Weapon cast and when making an attack roll with one. You only add your damage modifier if the spell specifically says to, otherwise you simply use the damage rolled for cantrips and spells.

Your Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Your Spell Save DC = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus[edit]

You can use an arcane focus, your hands, or your Kindred Weapon as a spellcasting focus for your Kindred spells.

Fighting Style[edit]

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Whenever you gain a Kindred level, you can replace the feat you chose with a different Fighting Style feat.

Kindred Instincts[edit]

The emotional and spiritual bond between you and your Kindred Weapon has grown to become a sixth sense. Your spiritual bond with your weapon has strengthened allowing you and your Kindred Weapon to tap into this shared power and sense one another's feelings, instinctually knowing when to assist one another.

Starting at 2nd level, you and your Kindred Weapon's access to this mysterious ability is represented by a number of Spirit Points. Your Kindred level determines the number of points you have, as shown in the Spirit Points column of the Kindred table. You may only use Kindred Instincts if both you and your Kindred Weapon are conscious and in the active state.

You can spend these points to fuel various Kindred Instincts. You start knowing three such features: Velocity Strike, Steadfast Protection, and Harmonious Rush. You learn more Kindred Instinct features as you gain levels in this class.

When you or your Kindred Weapon spend a Spirit Point, it is unavailable until you finish a short or long rest, at the end of which you both draw all of your expended spirit back into yourself. You both must spend at least 30 minutes of the rest meditating to regain your spirit points.

  • Velocity Strike. Your Kindred Weapon must be beside you to use this Kindred Instinct. As a combined attack action made by both you and your Kindred Weapon, you spend 1 Spirit Point to throw your Kindred Weapon or shoot a carefully aimed ranged attack with your Kindred Weapon with a range of 120ft. Upon a successful hit your Kindred Weapon deals 3d8 piercing, slashing or bludgeoning magic damage (depending on what type of weapon it is).
  • Steadfast Protection. As a reaction when you are hit by an attack, your Kindred Weapon can spend 1 Spirit Point to move a maximum number of spaces equal to it's movement speed towards you without provoking opportunity attacks, and upon successfully reaching you attempt to block the attack, giving you +5 AC until the start of your turn. You can also use your reaction and spend 1 Spirit Point to use this ability to attempt to protect your Kindred Weapon instead.
  • Harmonious Rush. You must be wielding your Kindred Weapon to use this Kindred Instinct. As a combined bonus action made by both you and your Kindred Weapon, you spend 1 Spirit Point to use the dash and disengage actions, and gain advantage on your next attack roll until the end of your turn.

Weapon Mastery[edit]

Starting at 2nd level, your training with weapons allows you to use the Mastery property of one simple or martial weapon from your equipment. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Kindred levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Kindred table. The Weapon Mastery given to you by your Kindred Weapon does not count towards this number.

Improved Kindred Spellcasting[edit]

Your further exploration of the arcane and spiritual energy within your body has strengthened your Kindred Spellcasting.

Starting at 3rd level, you and your Kindred Weapon now have access to spell slots and the ability to cast spells.

Spell Slots[edit]

The Kindred table shows how many spell slots you have to cast your Kindred spells of 1st level and higher. To cast one of these Kindred spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice from the Kindred spell list. The Spells Known column of the Kindred table shows when you learn more Kindred spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Kindred spells you know and replace it with another spell from the Kindred spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Kindred spells, since the power of you and your Kindred Weapon's magic relies on their ability to project their will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Kindred spell you or your Kindred Weapon cast and when making an attack roll with one. You only add your damage modifier if the spell specifically says to, otherwise you simply use the damage rolled for cantrips and spells.

Your Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Your Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus[edit]

You can use an arcane focus, your hands, or your Kindred Weapon as a spellcasting focus for your Kindred spells.

Destined Potential[edit]

You and your Kindred Weapon's true potential begins to reveal itself.

At 3rd level, choose from one of the Kindred Subclasses: Evolving Soul, Arcane Soul, or Indomitable Soul. You gain features of the subclass at 3rd, 6th, 11th, 15th, 18th and 20th levels.

Ability Score Improvement[edit]

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

Extra Attack[edit]

Starting at 5th level, you and your Kindred Weapon can attack twice, instead of once, whenever you and your Kindred Weapon take the Attack action on their respective turns.

Kindred Weapon Ability Improvement[edit]

Your Kindred Weapon grows stronger alongside you.

Starting at 5th level your Kindred Weapon becomes a +1 magic weapon. This number increases by 1 on 10th and 15th level to a maximum of +3.

Keen Spirit[edit]

Your keen spirit grants you a greater understanding of the world around you.

At 7th level, choose 2 skills from the skills granted by the Kindred class to become proficient in. If you are already proficient in a chosen skill then you gain expertise in it.

United Front[edit]

Your bond with your Kindred Weapon never fades no matter the distance.

Starting at 9th level, as a bonus action you may call your Kindred Weapon to your side. Your Kindred Weapon teleports into your hands as long as it isn't on another plane of existence.

Reinvigoration[edit]

The touch of your body and soul gives your Kindred Weapon a second wind.

If your Kindred Weapon is at 0 hit points while you're using United Front, then it regains hit points equal to half of it's max HP rounded down and re-enters the active state. This can only be used once daily.

Heightened Instincts[edit]

Through much experience, you and your Kindred Weapon have enhanced and expanded upon your shared techniques.

Starting at 10th level, your Velocity Strike, Steadfast Protection, and Harmonious Rush gain the following benefits:

  • Velocity Strike. You can spend extra Spirit Points with this Kindred Instinct. For every Spirit Point spent on using Velocity Strike (normal ability cost included), the range is increased by 20ft and the attack damage is increased by 2d8.
  • Steadfast Protection. You or your Kindred Weapon can use the dash action as a free action upon using Steadfast Protection. The user of this ability also gains the benefit of the +5 bonus AC until the start of their turn. Both the user and receiver of this ability gain temporary hit points equal to 10 + your Constitution modifier, lasting until the end of combat or until they are depleted. These temporary hit points cannot be stacked with other temporary hit points gained through other sources.
  • Harmonious Rush. You gain a flying speed equal to your movement speed until the end of your turn.

Spell Infused Combat[edit]

You and your Kindred Weapon have fully tapped into the spiritual magic which bonds you, and are able to manipulate it and weave it into your respective attacks.

Starting at 13th level, when you or your Kindred Weapon take the attack action on your turn, one of you or your Kindred Weapon's attacks can be infused with one of your prepared spells that has a casting time of one action, ignoring somatic components. If the attack hits, then the spell automatically hits as well and the target takes both the normal attack damage and spell damage. If the attack misses then the spell fails and counts as used, however if the attack was a ranged attack then the spell still activates where the ammunition made contact. Area of effect spells will activate normally and are directed in the direction of the attack. Your Kindred Weapon cannot be damaged by it's own area of effect spells in this way. The spell infused weapon is no longer infused after the attack is made, regardless if it hit or not.

Spiritual Empathy[edit]

Your Kindred Weapon becomes a physical, spiritual and emotional anchor in your hands, able to protect you from harmful spells and abilities by assisting you in dodging out of the way or helping you to regain your senses.

Starting at 14th level, while wielding your Kindred Weapon you gain advantage on saving throws against spells. If you already have advantage on saving throws against any certain spells effects, then this ability gives you a +3 bonus against those certain effects instead. Should you fail a saving throw against being charmed, frightened or possessed while wielding your Kindred Weapon, it may use it's reaction, attempting to bring you back to your senses, spending 3 Spirit Points to let you reroll the saving throw, potentially changing a failure to a success. This ability can be used in vice versa to attempt to bring your Kindred Weapon back to it's senses should it ever be charmed, frightened or possessed. Spiritual Empathy can only be used as long both you and your Kindred Weapon are conscious and in the active state.

Perfect Kindred Attunement[edit]

You and your Kindred Weapon have achieved a perfect understanding of each other and live in true harmony, as your souls have become one.

At 17th Level, as a bonus action, you instantaneously teleport, switching places with your Kindred Weapon and gain a single free attack. This ability can be used in vice versa by your Kindred Weapon to switch places with you.

Your Kindred Weapon follows your movements and strikes perfectly, becoming an extension of your arms. While wielding your Kindred Weapon, you and your Kindred Weapon's melee reach increases by 5ft. If it's a ranged weapon then it's effective range doubles.

Your Kindred Weapon is no longer restricted to being on the same plane as you when using United Front.

Reinvigoration can be used once per long rest now.

You and your Kindred Weapon automatically succeed any saving throws made against being charmed, frightened and possessed when Spiritual Empathy is used.

Epic Boon[edit]

At 19th level, you gain an Epic Boon feat of your choice from the Epic Boons list.

Kindred Subclasses[edit]

Evolving Soul[edit]

The true core of the Kindred is to adapt and change. Your soul is one that is ever evolving.

Evolving Weapon

Starting at 3rd level, your kindred weapon can change it's form as a bonus action once per long rest. It can change into any simple or martial weapon of your choice. You and your Kindred Weapon's proficiency bonus and weapon masteries change from the original form to the new one. Upon changing forms, it's HP and AC change based on the new form taken using the table in the Kindred Weapon section. It also gains temporary hit points equal to your Kindred level.

Evolving Instincts

Starting at 6th level, you and your Kindred Weapon develop new Kindred Techniques using your heightened combat prowess and keen mind for technical fighting.

  • Blink Strike. Your Kindred Weapon must be beside you to use this Evolving Instinct. Using a combined action, you may spend 2 Spirit Points to use this Evolving Instinct, launching your Kindred Weapon forward with a range of 60ft to a chosen creature, forcing the creature to make a Dexterity saving throw against your spell save DC or take Kindred Weapon damage + 2d10, taking half damage on a successful save. If there is another creature within 20ft of the first chosen creature, then your Kindred Weapon may chain the attack to the next one, forcing the same Dexterity saving throw and dealing the same damage. This chained attack may be repeated an amount of times equal to your proficiency bonus.
  • Coordinated Breathing. You must be wielding your Kindred Weapon to use this Evolving Instinct. using a combined action, you may spend 1 Spirit Point to use this Evolving Instinct, as you and your Kindred Weapon's souls synchronize. You and your Kindred Weapon regain HP equal to the amount you would normally regain upon taking a short rest. You and your Kindred Weapon also temporarily suppress any negative conditions you or your Kindred Weapon may have while using this instinct until the end of combat.
Evolving Battle Techniques

Starting at 11th level, you may choose 2 Battle Maneuvers from the Battle Master Maneuvers list to be able to use. You may use your hit dice as superiority dice. You may switch your Battle Maneuvers for other ones every time you level up.

Manifest Kindred Spirit

Starting at 15th level, you gain the ability to conjure a spiritual manifestation of your Kindred Weapon. As a bonus action you can summon a ghostly form of your Kindred Weapon. This weapon has the properties of your Kindred Weapon but cannot leave your hand or take any turns to use any actions. For all intents and purposes it acts as how any normal weapon would. This weapon cannot be disarmed from your grasp, and disappears should you lose consciousness or if your Kindred Weapon loses consciousness. This ability can only be used an amount of times equal to half your proficiency bonus rounded down, refreshing with a long rest.

Valiance

Starting at 18th level, you are able to enter a state known as valiance. As a bonus action you enhance your body and focus your mind, tapping into your Kindred Weapon's senses and vice versa. Upon entering the valiance state you gain resistance to all non-magic damage, restore half of your hit point maximum, and gain an extra 10ft of reach as your Kindred Weapon extends itself from your arms to hit foes from farther away before returning to your grasp. At the start of your turn both you and your Kindred Weapon gain 2d10 temporary hit points. This stance lasts for 1 minute and can only be used once per long rest.

True Evolving Spirit

At 20th level, your have attained the ultimate power of the Evolving Soul. As an action made by both your and your Kindred Weapon, your physical and spiritual forms temporarily combine. This form lasts for 1 minute and can only be used once per 1d4 long rests. It can be ended as a bonus action or if you fall unconscious. You gain the following properties for the duration of this ability:

  • You become semi incorporeal and can pass through objects and creatures.
  • You gain the ability to levitate and a flying speed equal to your walking speed.
  • You become resistant to all damage and immune to non-magic damage.
  • You become immune to the frightened, charmed and possessed status effects.
  • Any abilities that cost a Spirit Point have their cost removed.
  • Any abilities that would require you to send your weapon forth instead allow you to launch yourself forth.
  • You automatically use Manifest Kindred Spirit which doesn't count towards your uses of said ability.
  • You when rolling damage for an attack, double the dice rolled.

Arcane Soul[edit]

Tapping into the true potential of your soul, you've discovered your incredible talent for magic.

Enlightened Kindred Spellcasting

Starting at 3rd level, you've unlocked your arcane potential. You now know more spells and spell slots as you level up, using the new table provided below.

--Spells Known and Spell Slots per Spell Level--
-Level- -Spells Known- -1st- -2nd- -3rd- -4th- -5th-
1st 0 - - - - -
2nd 0 - - - - -
3rd 2 3 - - - -
4th 3 3 - - - -
5th 3 4 2 - - -
6th 4 4 2 - - -
7th 4 4 3 - - -
8th 5 4 3 - - -
9th 5 4 3 2 - -
10th 6 4 3 2 - -
11th 6 4 3 3 - -
12th 7 4 3 3 - -
13th 7 4 3 3 1 -
14th 8 4 3 3 1 -
15th 8 4 3 3 2 -
16th 9 4 3 3 2 -
17th 9 4 3 3 3 1
18th 10 4 3 3 3 1
19th 10 4 3 3 3 2
20th 11 4 3 3 3 2

You also learn additional spells when you reach certain levels in this class, as shown on the Arcane Soul Spells table. Each of these spells counts as a Kindred spell for you, but it doesn't count against the number of spells you know.

--Arcane Soul Spells--
-Kindred Level- -Spells-
3rd Detect Magic, Identify
5th Misty Step, Moonbeam
7th Dispel Magic, Lightning Bolt
9th Freedom of Movement, Wall of Fire
11th Far Step, Holy Weapon
Arcane Instincts

You and your Kindred Weapon develop special techniques using the power of your Arcane Soul.

Starting at 6th level, you and your Kindred Weapon develop new Kindred Techniques using the wellspring of magic within your kindred souls.

  • Mana Convergence. You must be wielding your Kindred Weapon and using it as an arcane focus to use this Kindred Instinct. You can spend 1 Spirit Point to empower a spell that you are casting as a combined action made by both you and your Kindred Weapon, up-casting the spell as 1 level higher. You can spend extra Spirit Points with this Kindred Instinct to a maximum of half your proficiency bonus rounded up. For every extra Spirit Point spent on using Mana Convergence, increase the spell being cast by one spell level without increasing the level of the spell slot used.
  • Capture Spell. If you or your Kindred Weapon are hit by a spell attack or succeed against a spell save DC, you can spend 1 Spirit Point as a reaction, attempting to capture the essence of the spell. You or your Kindred Weapon (whichever hit) must make a Wisdom spell capture saving throw, capturing the spell upon succeeding. Once a spell is captured, you or your Kindred Weapon may cast it as an action without spending a spell slot.

Capture Save DC = 10 + 1 per spell level.

Arcane Manipulation

You grasp onto the very fabric of magic itself and are able to manipulate the spells which you cast.

Starting at 11th level, you and your Kindred Weapon gain the ability to manipulate your spells in certain ways. While casting a spell, you may spend Spirit Points and use one of the choices below to alter your spells to a degree.

  • Elemental Alteration. When you cast a spell that deals a type of elemental damage from the provided list, you may spend 1 Spirit Point to change the type to another one on the list: fire, cold, lightning, thunder, acid, poison.
  • Mana Weave. 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 Spirit Point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Potent Spell. When you roll damage for a spell, you can spend 1 Spirit Point to reroll a number of the damage dice up to your Wisdom} modifier (minimum of one). You must use the new rolls. You can use Potent Spell even if you have already used a different Arcane Manipulation option during the casting of the spell.
Focused Spell

Using your arcane potential you've discovered a way to hone and focus a spell when casting it.

Starting at 15th Level, you or your Kindred Weapon may expend 2 spirit points to either gain advantage on a spell attack roll, or give all creatures affected by a spell which requires them to make a saving throw disadvantage. This feature can only be used an amount of times equal to half your proficiency bonus rounded down per long rest.

Arcane Release

Starting at 18th level, you or your Kindred Weapon may use an action and expend 5 spirit points to empower your Kindred Weapon with pure arcane energy. The next attack you make with your Kindred Weapon, or that your Kindred Weapon makes, launches the energy forth. Arcane Release can be affected by Arcane Manipulation. This can be used in the following ways:

  • Arcane Slash. Your Kindred Weapon makes a wide slash, sending forth arcane energy in a 30ft radius half circle. All creatures within range must make a Dexterity saving throw against your spell save DC, taking 6d10 force damage + your Wisdom modifier.
  • Arcane Stab. Your Kindred Weapon stabs forth, sending forth arcane energy in a 90ft long and 15ft wide line. All creatures within range must make a Dexterity saving throw against your spell save DC, taking 8d10 force damage + your Wisdom modifier.
  • Arcane Slam. Your Kindred Weapon slams or stabs into the ground, sending forth arcane energy in a 60ft radius. All creatures within range must make a Dexterity saving throw against your spell save DC, taking 5d12 force damage + your Wisdom modifier.
  • Arcane Shot. Your Kindred Weapon launches the arcane energy at range, sending forth arcane energy with a range of 120ft, exploding in a 20ft radius upon impact. All creatures within range must make a Dexterity saving throw against your spell save DC, taking 8d8 force damage + your Wisdom modifier.

Arcane Release can only be used once per long rest.

True Arcane Weapon

You and your Kindred Weapon have reached the pinnacle of your arcane potential, and have unearthed the incredible power to absorb magic weapons.

At 20th Level, your Kindred Weapon can absorb other magic weapons and gain their properties once daily so long as they are not sentient and of the legendary and artifact rarities at your DM's discretion. During a short rest, you and your Kindred Weapon perform a ritual and must meditate without interruptions, focusing on a magic weapon which you are attuned to for the entire duration of the short rest. Upon successfully completely the ritual, your Kindred Weapon gains the properties of the absorbed magic weapon and a physical part from it as well (e.g. it's color, a gem in the center of the hilt, or the specific curvature of the blade). Your Kindred Weapon does not benefit from any absorbed +1, +2 or +3 properties. A maximum amount of weapons equal to half your proficiency bonus rounded down can be absorbed at a time by your Kindred Weapon, absorbing any more than that requires you to choose one of the already absorbed weapons and discard it, losing it's properties and effectively destroying it in the process.

Should you attempt to absorb a magic weapon that is connected to a higher power then, the ritual can fail depending on whether or not said higher power would allow it.

If your Kindred Weapon's alignment is good then it can only absorb good aligned weapons and some neutral aligned weapons, vice versa if it's alignment is evil.

Indomitable Soul[edit]

Following your true path, you've hardened your soul and ability to protect others and yourself.

Indomitable Sentry

Your Kindred Weapon takes a defensive stance, prioritizing defense over offense.

Starting at 3rd level, you gain proficiency with heavy armor.

As an action, your Kindred Weapon can choose one creature to orbit, protecting them and going into Sentry Mode. In Sentry Mode your Kindred weapon is immune to all damage and cannot use any actions or bonus actions. The protected creature gains a passive +2 AC and gains temporary hit points equal to your Kindred level. If a hostile creature misses a melee attack on the creature your Kindred Weapon is protecting, then it may use it's reaction to counterattack with a single weapon attack. Your Kindred Weapon may also use it's reaction to make an opportunity attack.

Indomitable Instincts
  • Charged Strike. You must be wielding your Kindred Weapon to use this Kindred Instinct. As a combined bonus action made by both you and your Kindred for the cost of 1 Spirit Point, enter the dodge stance and gain a temporary +2 AC until the start of your next turn. On your next turn, your first attack action deals an extra 2d10 damage. A total amount of Spirit Points can be added equal to your proficiency bonus rounded up. The extra damage increases by another 2d10 per extra Spirit Point.
  • Indomitable Presence. As a bonus action, for 1 Spirit Point you can add your Strength modifier to any Charisma checks and saving throws for 10 minutes.
Relentless Will

Starting at 11th Level, your strength of will keeps you standing despite the odds. If you drop to 0 hit points, as a reaction you can make a DC 10 Constitution saving throw. Upon succeeding, roll your maximum amount of hit dice + your Constitution modifier and regain the total rolled as hit points. Every consecutive use of this adds 3 to the DC.

Indomitable Weapon

Starting at 15th level, your Kindred Weapon may use it's action and 3 Spirit Points to become large. All melee attacks it makes become cleaving swings in a 10ft demi-circle radius. All ranged attacks it makes become piercing shots in a 15ft width and range up to your weapon's maximum range. All creatures within the attack area must make a DC 10 + your proficiency bonus Dexterity saving throw or be hit, and take half damage on a successful save. All damage done by your Kindred Weapon is increased by an extra 2d6. This form lasts for 10 minutes and can be ended as a bonus action.

Indomitable Aura

Starting at 18th level, you and your Kindred Weapon have gained the power to use your presence to protect your allies and wound your enemies. You or your Kindred Weapon can use an action and 4 Spirit Points to create a 30ft radius aura that can have one of two effects which lasts for 1 minute. This ability can be used once per long rest. Both Auras can be active at the same time, but only one of each, no two same auras can be used at the same time.

  • Aura of Protection. You or your Kindred Weapon manifest a protective aura. All creatures of your choice which you designate as allies within the radius become protected. All chosen creatures gain 3d10 temporary hit points upon entering the aura and starting their turn in it. Any attack roles made against the protected creatures have disadvantage, and said creatures have advantage on all saving throws while within the aura's radius and are immune to the fear effect.
  • Aura of Wrath. You or your Kindred Weapon manifest a wrathful aura. All creatures of your choice which you designate as hostile within the radius become hindered. All chosen creatures take 3d10 damage upon entering the aura and starting their turn in it. All chosen enemies have their speed halved and can only take only one action, bonus action or reaction during their turn.

While wielding your Kindred Weapon, and both you and your Kindred Weapon have their own aura active, the auras stack on one another and grows to a 40ft radius.

Indomitable Barrier

At 20th level, you and your Kindred Weapon have become the pinnacle of indomitability. Costs 5 Spirit Points. As long as you are wielding your Kindred Weapon and as a combined action made by both you and your Kindred Weapon, you slam your Kindred Weapon into the ground in front of you and create a 20ft impenetrable dome, blocking all attacks attempting to enter the barrier. Upon manifesting the barrier, all enemies in range are stunned until the end of their turn. The barrier remains up as long as your Kindred Weapon remains where it was planted, using it's action to uphold the barrier. You can choose any amount of creatures to be able to enter and exit the barrier as they please. This ability can also be used as a combined reaction, and your Kindred Weapon teleports to your hand if you are not wielding it already. The barrier lasts for 10 minutes and can be used once every 1d4 long rests.

Kindred Spell List[edit]

Kindred Spells
-Level- -Spells-
1st Thunderous Smite, Ensnaring Strike, Burning Hands, Ice Knife, Compelled Duel, Cure Wounds, Detect Evil and Good, Heroism, Armor of Agathys
2nd Branding Smite, Heat Metal, Rime's Binding Ice, Zone of Truth, Warding Bond, Lesser Restoration, See Invisibility
3rd Beacon of Hope, Blinding Smite, Haste, Magic Circle, Fireball, Aura of Vitality
4th Staggering Smite, Fire Shield, Control Water, Banishment

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Kindred class, you must meet these prerequisites: 15 Dexterity or 15 Strength and 15 Wisdom. Must have gone through the sacred Kindred ritual and crafted your own special weapon to be your Kindred Weapon.

Proficiencies. When you multiclass into the Kindred class, you gain the following proficiencies: light armor or medium armor, and either Athletics, Acrobatics or Arcana.

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